172 lines
4.7 KiB
Dart
172 lines
4.7 KiB
Dart
import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:flutter/scheduler.dart';
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import 'package:flutter/services.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.dart';
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import 'package:wolf_dart/features/map/wolf_map.dart';
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import 'package:wolf_dart/features/renderer/raycast_painter.dart';
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class WolfRenderer extends StatefulWidget {
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const WolfRenderer({super.key});
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@override
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State<WolfRenderer> createState() => _WolfRendererState();
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}
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class _WolfRendererState extends State<WolfRenderer>
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with SingleTickerProviderStateMixin {
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late Ticker _gameLoop;
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final FocusNode _focusNode = FocusNode();
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late WolfMap gameMap;
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late Matrix<int> currentLevel;
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bool _isLoading = true;
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LinearCoordinates player = (x: 2.5, y: 2.5);
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double playerAngle = 0.0;
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final double fov = math.pi / 3;
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@override
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void initState() {
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super.initState();
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_initGame();
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}
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Future<void> _initGame() async {
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// 1. Load the entire WAD/WL1 data
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gameMap = await WolfMap.load();
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// 2. Extract Level 1 (E1M1)
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currentLevel = gameMap.levels[0].wallGrid;
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// 3. (Optional) Remap the Wolf3D floor IDs so they work with your raycaster.
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// In Wolf3D, 90 through 106 are usually empty floor. Your raycaster currently
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// expects 0 to be empty space. Let's force them to 0 for now.
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for (int y = 0; y < 64; y++) {
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for (int x = 0; x < 64; x++) {
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// In Wolf3D, wall values are 1 through ~63.
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// Values 90+ represent empty floor spaces and doors.
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// Let's zero out anything 90 or above, and LEAVE the walls alone.
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if (currentLevel[y][x] >= 90) {
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currentLevel[y][x] = 0; // Empty space
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}
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}
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}
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// 4. Start the game!
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_bumpPlayerIfStuck();
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_gameLoop = createTicker(_tick)..start();
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_focusNode.requestFocus();
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setState(() {
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_isLoading = false;
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});
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}
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@override
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void dispose() {
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_gameLoop.dispose();
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_focusNode.dispose();
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super.dispose();
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}
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void _bumpPlayerIfStuck() {
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int pX = player.x.toInt();
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int pY = player.y.toInt();
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if (pY < 0 ||
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pY >= currentLevel.length ||
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pX < 0 ||
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pX >= currentLevel[0].length ||
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currentLevel[pY][pX] > 0) {
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double shortestDist = double.infinity;
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LinearCoordinates nearestSafeSpot = (x: 1.5, y: 1.5);
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for (int y = 0; y < currentLevel.length; y++) {
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for (int x = 0; x < currentLevel[y].length; x++) {
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if (currentLevel[y][x] == 0) {
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double safeX = x + 0.5;
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double safeY = y + 0.5;
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double dist = math.sqrt(
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math.pow(safeX - player.x, 2) + math.pow(safeY - player.y, 2),
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);
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if (dist < shortestDist) {
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shortestDist = dist;
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nearestSafeSpot = (x: safeX, y: safeY);
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}
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}
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}
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}
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player = nearestSafeSpot;
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}
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}
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void _tick(Duration elapsed) {
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const double moveSpeed = 0.05;
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const double turnSpeed = 0.04;
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double newX = player.x;
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double newY = player.y;
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final pressedKeys = HardwareKeyboard.instance.logicalKeysPressed;
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if (pressedKeys.contains(LogicalKeyboardKey.keyW)) {
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newX += math.cos(playerAngle) * moveSpeed;
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newY += math.sin(playerAngle) * moveSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyS)) {
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newX -= math.cos(playerAngle) * moveSpeed;
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newY -= math.sin(playerAngle) * moveSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyA)) {
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playerAngle -= turnSpeed;
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}
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if (pressedKeys.contains(LogicalKeyboardKey.keyD)) {
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playerAngle += turnSpeed;
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}
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// Keep the angle mapped cleanly between 0 and 2*PI (optional, but good practice)
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if (playerAngle < 0) playerAngle += 2 * math.pi;
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if (playerAngle > 2 * math.pi) playerAngle -= 2 * math.pi;
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if (currentLevel[newY.toInt()][newX.toInt()] == 0) {
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player = (x: newX, y: newY);
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}
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setState(() {});
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}
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@override
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Widget build(BuildContext context) {
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if (_isLoading) {
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return const Center(child: CircularProgressIndicator(color: Colors.teal));
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}
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return Scaffold(
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backgroundColor: Colors.black,
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body: KeyboardListener(
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focusNode: _focusNode,
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autofocus: true,
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onKeyEvent: (_) {},
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child: LayoutBuilder(
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builder: (context, constraints) {
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return CustomPaint(
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size: Size(constraints.maxWidth, constraints.maxHeight),
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painter: RaycasterPainter(
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map: currentLevel,
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player: player,
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playerAngle: playerAngle,
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fov: fov,
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),
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);
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},
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),
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),
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);
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}
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}
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