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:
@@ -14,10 +14,12 @@ abstract class Weapon {
|
||||
final List<int> fireFrames;
|
||||
final int damage;
|
||||
final int msPerFrame;
|
||||
final bool isAutomatic;
|
||||
|
||||
WeaponState state = WeaponState.idle;
|
||||
int frameIndex = 0;
|
||||
int lastFrameTime = 0;
|
||||
bool _triggerReleased = true;
|
||||
|
||||
Weapon({
|
||||
required this.type,
|
||||
@@ -25,16 +27,24 @@ abstract class Weapon {
|
||||
required this.fireFrames,
|
||||
required this.damage,
|
||||
this.msPerFrame = 100,
|
||||
this.isAutomatic = true,
|
||||
});
|
||||
|
||||
int get currentSprite =>
|
||||
state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
|
||||
|
||||
void releaseTrigger() {
|
||||
_triggerReleased = true;
|
||||
}
|
||||
|
||||
bool fire(int currentTime, {required int currentAmmo}) {
|
||||
if (state == WeaponState.idle && currentAmmo > 0) {
|
||||
if (!isAutomatic && !_triggerReleased) return false;
|
||||
|
||||
state = WeaponState.firing;
|
||||
frameIndex = 0;
|
||||
lastFrameTime = currentTime;
|
||||
_triggerReleased = false;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
@@ -61,7 +71,7 @@ abstract class Weapon {
|
||||
required List<Entity> entities,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
required int currentTime,
|
||||
required void Function(int scoreToAdd) onEnemyKilled,
|
||||
required void Function(Enemy killedEnemy) onEnemyKilled,
|
||||
}) {
|
||||
Enemy? closestEnemy;
|
||||
double minDistance = 15.0;
|
||||
@@ -85,7 +95,6 @@ abstract class Weapon {
|
||||
if (angleDiff.abs() < threshold) {
|
||||
Coordinate2D source = Coordinate2D(playerX, playerY);
|
||||
|
||||
// Delegate to the enemy to check if it's visible
|
||||
if (entity.hasLineOfSightFrom(
|
||||
source,
|
||||
playerAngle,
|
||||
@@ -103,8 +112,10 @@ abstract class Weapon {
|
||||
|
||||
if (closestEnemy != null) {
|
||||
closestEnemy.takeDamage(damage, currentTime);
|
||||
// If the shot was fatal, pass the enemy back so the Player class
|
||||
// can calculate the correct score based on enemy type!
|
||||
if (closestEnemy.state == EntityState.dead) {
|
||||
onEnemyKilled(100);
|
||||
onEnemyKilled(closestEnemy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@ class Knife extends Weapon {
|
||||
fireFrames: [417, 418, 419, 420],
|
||||
damage: 15,
|
||||
msPerFrame: 120,
|
||||
isAutomatic: false,
|
||||
);
|
||||
|
||||
@override
|
||||
|
||||
@@ -7,5 +7,6 @@ class Pistol extends Weapon {
|
||||
idleSprite: 421,
|
||||
fireFrames: [422, 423, 424, 425],
|
||||
damage: 20,
|
||||
isAutomatic: false,
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user