Files
wolf_dart/lib/features/renderer/renderer.dart
2026-03-13 17:24:35 +01:00

264 lines
7.4 KiB
Dart

import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter/services.dart';
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/classes/matrix.dart';
import 'package:wolf_dart/features/map/wolf_map.dart';
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
class WolfRenderer extends StatefulWidget {
const WolfRenderer({super.key});
@override
State<WolfRenderer> createState() => _WolfRendererState();
}
class _WolfRendererState extends State<WolfRenderer>
with SingleTickerProviderStateMixin {
late Ticker _gameLoop;
final FocusNode _focusNode = FocusNode();
late WolfMap gameMap;
late Matrix<int> currentLevel;
final double fov = math.pi / 3;
late LinearCoordinates player;
late double playerAngle;
bool _isLoading = true;
bool _spaceWasPressed = false;
// Track door animations
// Key is "X,Y" coordinate. Value is how far open it is (0.0 to 1.0)
Map<String, double> doorOffsets = {};
Map<String, int> doorStates = {}; // 1 = opening, 2 = fully open
@override
void initState() {
super.initState();
_initGame();
}
Future<void> _initGame() async {
// 1. Load the entire WAD/WL1 data
gameMap = await WolfMap.load();
// 2. Extract Level 1 (E1M1)
currentLevel = gameMap.levels[0].wallGrid;
final Matrix<int> objectLevel = gameMap.levels[0].objectGrid;
// 1. SCAN FOR PLAYER SPAWN
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
int objId = objectLevel[y][x];
// In Wolf3D, IDs 19-22 represent the player's spawn point and facing direction.
if (objId >= 19 && objId <= 22) {
// Place the player perfectly in the center of the block
player = (x: x + 0.5, y: y + 0.5);
// Map the ID to standard radians
switch (objId) {
case 19:
playerAngle = 3 * math.pi / 2; // North (Facing up the Y-axis)
case 20:
playerAngle = 0.0; // East (Facing right)
case 21:
playerAngle = math.pi / 2; // South (Facing down)
case 22:
playerAngle = math.pi; // West (Facing left)
}
}
}
}
// 2. CLEAN UP WALLS / PRESERVE DOORS
for (int y = 0; y < 64; y++) {
for (int x = 0; x < 64; x++) {
int id = currentLevel[y][x];
if ((id >= 1 && id <= 63) || (id >= 90 && id <= 101)) {
// Leave walls and doors solid
} else {
currentLevel[y][x] = 0;
}
}
}
// 4. Start the game!
_bumpPlayerIfStuck();
_gameLoop = createTicker(_tick)..start();
_focusNode.requestFocus();
setState(() {
_isLoading = false;
});
}
@override
void dispose() {
_gameLoop.dispose();
_focusNode.dispose();
super.dispose();
}
void _bumpPlayerIfStuck() {
int pX = player.x.toInt();
int pY = player.y.toInt();
if (pY < 0 ||
pY >= currentLevel.length ||
pX < 0 ||
pX >= currentLevel[0].length ||
currentLevel[pY][pX] > 0) {
double shortestDist = double.infinity;
LinearCoordinates nearestSafeSpot = (x: 1.5, y: 1.5);
for (int y = 0; y < currentLevel.length; y++) {
for (int x = 0; x < currentLevel[y].length; x++) {
if (currentLevel[y][x] == 0) {
double safeX = x + 0.5;
double safeY = y + 0.5;
double dist = math.sqrt(
math.pow(safeX - player.x, 2) + math.pow(safeY - player.y, 2),
);
if (dist < shortestDist) {
shortestDist = dist;
nearestSafeSpot = (x: safeX, y: safeY);
}
}
}
}
player = nearestSafeSpot;
}
}
bool _isWalkable(int x, int y) {
if (currentLevel[y][x] == 0) return true; // Empty space
if (currentLevel[y][x] >= 90) {
String key = '$x,$y';
// Allow the player to walk through if the door is > 70% open
if (doorOffsets[key] != null && doorOffsets[key]! > 0.7) {
return true;
}
}
return false;
}
void _tick(Duration elapsed) {
const double moveSpeed = 0.12;
const double turnSpeed = 0.08;
// 1. ANIMATE DOORS
doorStates.forEach((key, state) {
if (state == 1) {
// If opening
doorOffsets[key] = (doorOffsets[key] ?? 0.0) + 0.02; // Slide speed
if (doorOffsets[key]! >= 1.0) {
doorOffsets[key] = 1.0;
doorStates[key] = 2; // Mark as fully open
}
}
});
double moveStepX = 0;
double moveStepY = 0;
final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
moveStepX += math.cos(playerAngle) * moveSpeed;
moveStepY += math.sin(playerAngle) * moveSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
moveStepX -= math.cos(playerAngle) * moveSpeed;
moveStepY -= math.sin(playerAngle) * moveSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
playerAngle -= turnSpeed;
}
if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
playerAngle += turnSpeed;
}
if (playerAngle < 0) playerAngle += 2 * math.pi;
if (playerAngle > 2 * math.pi) playerAngle -= 2 * math.pi;
// 2. UPDATED WALL COLLISION
const double margin = 0.3;
double newX = player.x + moveStepX;
int checkX = (moveStepX > 0)
? (newX + margin).toInt()
: (newX - margin).toInt();
if (_isWalkable(checkX, player.y.toInt())) {
player = (x: newX, y: player.y);
}
double newY = player.y + moveStepY;
int checkY = (moveStepY > 0)
? (newY + margin).toInt()
: (newY - margin).toInt();
if (_isWalkable(player.x.toInt(), checkY)) {
player = (x: player.x, y: newY);
}
// 3. UPDATED DOOR INTERACTION
bool isSpacePressed = pressedKeys.contains(LogicalKeyboardKey.space);
if (isSpacePressed && !_spaceWasPressed) {
int targetX = (player.x + math.cos(playerAngle)).toInt();
int targetY = (player.y + math.sin(playerAngle)).toInt();
if (targetY > 0 &&
targetY < currentLevel.length &&
targetX > 0 &&
targetX < currentLevel[0].length) {
if (currentLevel[targetY][targetX] >= 90) {
String key = '$targetX,$targetY';
// Start the animation if it isn't already opening!
if (!doorStates.containsKey(key) || doorStates[key] == 0) {
doorStates[key] = 1;
}
}
}
}
_spaceWasPressed = isSpacePressed;
setState(() {});
}
@override
Widget build(BuildContext context) {
if (_isLoading) {
return const Center(child: CircularProgressIndicator(color: Colors.teal));
}
return Scaffold(
backgroundColor: Colors.black,
body: KeyboardListener(
focusNode: _focusNode,
autofocus: true,
onKeyEvent: (_) {},
child: LayoutBuilder(
builder: (context, constraints) {
return CustomPaint(
size: Size(constraints.maxWidth, constraints.maxHeight),
painter: RaycasterPainter(
map: currentLevel,
textures: gameMap.textures,
player: player,
playerAngle: playerAngle,
fov: fov,
doorOffsets: doorOffsets,
),
);
},
),
),
);
}
}