47
lib/features/entities/collectible.dart
Normal file
47
lib/features/entities/collectible.dart
Normal file
@@ -0,0 +1,47 @@
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
|
||||
enum CollectibleType { ammo, health, treasure, weapon, key }
|
||||
|
||||
class Collectible extends Entity {
|
||||
final CollectibleType type;
|
||||
|
||||
Collectible({
|
||||
required super.x,
|
||||
required super.y,
|
||||
required super.spriteIndex,
|
||||
required super.mapId,
|
||||
required this.type,
|
||||
}) : super(state: EntityState.staticObj);
|
||||
|
||||
// Define which Map IDs are actually items you can pick up
|
||||
static bool isCollectible(int objId) {
|
||||
return (objId >= 43 && objId <= 44) || // Keys
|
||||
(objId >= 47 && objId <= 56); // Health, Ammo, Weapons, Treasure, 1-Up
|
||||
}
|
||||
|
||||
static CollectibleType _getType(int objId) {
|
||||
if (objId == 43 || objId == 44) return CollectibleType.key;
|
||||
if (objId == 47 || objId == 48) return CollectibleType.health;
|
||||
if (objId == 49) return CollectibleType.ammo;
|
||||
if (objId == 50 || objId == 51) return CollectibleType.weapon;
|
||||
return CollectibleType.treasure; // 52-56
|
||||
}
|
||||
|
||||
static Collectible? trySpawn(
|
||||
int objId,
|
||||
double x,
|
||||
double y,
|
||||
int difficultyLevel,
|
||||
) {
|
||||
if (isCollectible(objId)) {
|
||||
return Collectible(
|
||||
x: x,
|
||||
y: y,
|
||||
spriteIndex: objId - 21, // Same VSWAP math as decorations!
|
||||
mapId: objId,
|
||||
type: _getType(objId),
|
||||
);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,15 @@ class Decorative extends Entity {
|
||||
|
||||
// Checks if the Map ID belongs to a standard decoration
|
||||
static bool isDecoration(int objId) {
|
||||
return (objId >= 23 && objId <= 70) || objId == 124;
|
||||
if (objId == 124) return true; // Dead guard
|
||||
if (objId >= 23 && objId <= 70) {
|
||||
// Exclude the collectibles!
|
||||
if ((objId >= 43 && objId <= 44) || (objId >= 47 && objId <= 56)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Safely calculates the VSWAP sprite index for standard decorations
|
||||
|
||||
125
lib/features/entities/enemies/dog.dart
Normal file
125
lib/features/entities/enemies/dog.dart
Normal file
@@ -0,0 +1,125 @@
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:wolf_dart/classes/linear_coordinates.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
|
||||
class Dog extends Enemy {
|
||||
static const double speed = 0.05; // Dogs are much faster than guards!
|
||||
bool _hasBittenThisCycle = false;
|
||||
|
||||
Dog({
|
||||
required super.x,
|
||||
required super.y,
|
||||
required super.angle,
|
||||
required super.mapId,
|
||||
}) : super(
|
||||
spriteIndex: 99, // Dogs start at index 99 in VSWAP
|
||||
state: EntityState.idle,
|
||||
);
|
||||
|
||||
static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) {
|
||||
bool canSpawn = false;
|
||||
switch (difficultyLevel) {
|
||||
case 0:
|
||||
canSpawn = objId >= 116 && objId <= 119;
|
||||
break;
|
||||
case 1:
|
||||
canSpawn = objId >= 152 && objId <= 155;
|
||||
break;
|
||||
case 2:
|
||||
canSpawn = objId >= 188 && objId <= 191;
|
||||
break;
|
||||
case 3:
|
||||
canSpawn = objId >= 224 && objId <= 227;
|
||||
break;
|
||||
}
|
||||
|
||||
if (canSpawn) {
|
||||
return Dog(
|
||||
x: x,
|
||||
y: y,
|
||||
angle: Enemy.getInitialAngle(objId),
|
||||
mapId: objId,
|
||||
);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@override
|
||||
void update({
|
||||
required int elapsedMs,
|
||||
required LinearCoordinates player,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
required void Function(int damage) onDamagePlayer,
|
||||
}) {
|
||||
if (state == EntityState.idle) {
|
||||
if (hasLineOfSight(player, isWalkable)) {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
}
|
||||
|
||||
if (state == EntityState.idle ||
|
||||
state == EntityState.patrolling ||
|
||||
state == EntityState.shooting) {
|
||||
// "Shooting" here means biting
|
||||
|
||||
double dx = player.x - x;
|
||||
double dy = player.y - y;
|
||||
double distance = math.sqrt(dx * dx + dy * dy);
|
||||
double angleToPlayer = math.atan2(dy, dx);
|
||||
|
||||
if (state == EntityState.patrolling || state == EntityState.shooting) {
|
||||
angle = angleToPlayer;
|
||||
}
|
||||
|
||||
double diff = angle - angleToPlayer;
|
||||
while (diff <= -math.pi) {
|
||||
diff += 2 * math.pi;
|
||||
}
|
||||
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; // Base dog standing sprite
|
||||
} else if (state == EntityState.patrolling) {
|
||||
if (distance > 0.8) {
|
||||
double moveX = x + math.cos(angle) * speed;
|
||||
double moveY = y + math.sin(angle) * speed;
|
||||
|
||||
if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
|
||||
if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
|
||||
}
|
||||
|
||||
// Dogs only have 4 walking angles, alternating legs
|
||||
int walkFrame = (elapsedMs ~/ 100) % 4;
|
||||
spriteIndex = 107 + (walkFrame * 8) + octant;
|
||||
|
||||
// Dog Bite Attack (Must be practically touching the player)
|
||||
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; // Jumping/Biting frame
|
||||
if (!_hasBittenThisCycle) {
|
||||
onDamagePlayer(5); // Dogs do less damage than guards
|
||||
_hasBittenThisCycle = true;
|
||||
}
|
||||
} else {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
import 'package:wolf_dart/features/entities/collectible.dart';
|
||||
import 'package:wolf_dart/features/entities/decorative.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/brown_guard.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/dog.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
|
||||
typedef EntitySpawner =
|
||||
@@ -8,8 +10,10 @@ typedef EntitySpawner =
|
||||
abstract class EntityRegistry {
|
||||
// Add future enemies (SSGuard, Dog, etc.) to this list!
|
||||
static final List<EntitySpawner> _spawners = [
|
||||
Decorative.trySpawn,
|
||||
BrownGuard.trySpawn,
|
||||
Collectible.trySpawn, // Check collectibles
|
||||
Decorative.trySpawn, // Then check decorations
|
||||
BrownGuard.trySpawn, // Then check guards
|
||||
Dog.trySpawn, // Then check dogs
|
||||
];
|
||||
|
||||
static Entity? spawn(
|
||||
|
||||
Reference in New Issue
Block a user