Can now open secret walls and pick up machine gun

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 15:34:27 +01:00
parent 9f5f29100b
commit 001c7c3131
13 changed files with 545 additions and 120 deletions

View File

@@ -51,21 +51,28 @@ class Dog extends Enemy {
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int x, int y) tryOpenDoor, // NEW
required void Function(int damage) onDamagePlayer,
}) {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
// 1. Wake up logic
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
if (reactionTimeMs == 0) {
reactionTimeMs = elapsedMs + 100 + math.Random().nextInt(200);
} else if (elapsedMs >= reactionTimeMs) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
reactionTimeMs = 0;
}
}
double distance = position.distanceTo(playerPosition);
double angleToPlayer = position.angleTo(playerPosition);
if (state == EntityState.patrolling || state == EntityState.shooting) {
if (state != EntityState.idle && state != EntityState.dead) {
newAngle = angleToPlayer;
}
@@ -76,36 +83,60 @@ class Dog extends Enemy {
while (diff > math.pi) {
diff -= 2 * math.pi;
}
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;
if (state == EntityState.idle) {
spriteIndex = 99 + octant;
} else if (state == EntityState.patrolling) {
if (distance > 0.8) {
movement = Coordinate2D(math.cos(newAngle), math.sin(newAngle)) * speed;
}
// 3. Clean State Machine
switch (state) {
case EntityState.idle:
spriteIndex = 99 + octant;
break;
int walkFrame = (elapsedMs ~/ 100) % 4;
spriteIndex = 107 + (walkFrame * 8) + octant;
case EntityState.patrolling:
if (distance > 0.8) {
double deltaX = playerPosition.x - position.x;
double deltaY = playerPosition.y - position.y;
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
state = EntityState.shooting;
lastActionTime = elapsedMs;
_hasBittenThisCycle = false;
}
} else if (state == EntityState.shooting) {
int timeAttacking = elapsedMs - lastActionTime;
if (timeAttacking < 200) {
spriteIndex = 139;
if (!_hasBittenThisCycle) {
onDamagePlayer(5); // DOG BITE
_hasBittenThisCycle = true;
double moveX = deltaX > 0 ? speed : (deltaX < 0 ? -speed : 0);
double moveY = deltaY > 0 ? speed : (deltaY < 0 ? -speed : 0);
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
// Pass tryOpenDoor down!
movement = getValidMovement(
intendedMovement,
isWalkable,
tryOpenDoor,
);
}
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
int walkFrame = (elapsedMs ~/ 100) % 4;
spriteIndex = 107 + (walkFrame * 8) + octant;
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
state = EntityState.shooting;
lastActionTime = elapsedMs;
_hasBittenThisCycle = false;
}
break;
case EntityState.shooting:
int timeAttacking = elapsedMs - lastActionTime;
if (timeAttacking < 200) {
spriteIndex = 139;
if (!_hasBittenThisCycle) {
onDamagePlayer(5);
_hasBittenThisCycle = true;
}
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
break;
default:
break;
}
return (movement: movement, newAngle: newAngle);