@@ -2,6 +2,10 @@ import 'dart:math' as math;
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/features/entities/collectible.dart';
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import 'package:wolf_dart/features/player/weapon.dart';
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import 'package:wolf_dart/features/player/weapons/knife.dart';
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import 'package:wolf_dart/features/player/weapons/machine_gun.dart';
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import 'package:wolf_dart/features/player/weapons/pistol.dart';
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class Player {
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// Spatial
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@@ -20,11 +24,20 @@ class Player {
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bool hasMachineGun = false;
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bool hasChainGun = false;
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// Weapon
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late Weapon currentWeapon;
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final List<Weapon> availableWeapons = [];
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Player({
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required this.x,
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required this.y,
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required this.angle,
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});
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}) {
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// Start with Knife and Pistol
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availableWeapons.add(Knife());
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availableWeapons.add(Pistol());
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currentWeapon = availableWeapons[1];
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}
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// Helper getter to interface with the RaycasterPainter
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LinearCoordinates get position => (x: x, y: y);
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@@ -105,4 +118,28 @@ class Player {
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}
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return pickedUp;
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}
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void fire(int currentTime) {
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bool shotFired = currentWeapon.fire(currentTime, currentAmmo: ammo);
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// If it was a gun (not a knife) and it fired, consume ammo
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if (shotFired && currentWeapon is! Knife) {
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ammo--;
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}
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// TODO: We'll add Raycast hit detection here next!
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}
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void updateWeapon(int currentTime) {
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currentWeapon.update(currentTime);
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}
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// Logic to switch weapons (e.g., picking up the Machine Gun)
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void equipBestWeapon() {
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if (hasChainGun) {
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/* set chain gun */
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} else if (hasMachineGun) {
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currentWeapon = MachineGun();
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}
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}
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}
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51
lib/features/player/weapon.dart
Normal file
51
lib/features/player/weapon.dart
Normal file
@@ -0,0 +1,51 @@
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enum WeaponState { idle, firing }
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abstract class Weapon {
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final String name;
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final int idleSprite;
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final List<int> fireFrames;
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final int damage;
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final int msPerFrame;
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WeaponState state = WeaponState.idle;
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int frameIndex = 0;
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int lastFrameTime = 0;
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Weapon({
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required this.name,
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required this.idleSprite,
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required this.fireFrames,
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required this.damage,
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this.msPerFrame = 100, // Speed of animation
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});
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int get currentSprite =>
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state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
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bool get isFiring => state == WeaponState.firing;
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/// The main entry point for the player to use the gun.
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/// Returns true if a bullet was actually spent.
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bool fire(int currentTime, {required int currentAmmo}) {
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if (state == WeaponState.idle && currentAmmo > 0) {
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state = WeaponState.firing;
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frameIndex = 0;
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lastFrameTime = currentTime;
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return true;
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}
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return false;
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}
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void update(int currentTime) {
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if (state == WeaponState.firing) {
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if (currentTime - lastFrameTime > msPerFrame) {
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frameIndex++;
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lastFrameTime = currentTime;
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if (frameIndex >= fireFrames.length) {
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state = WeaponState.idle;
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frameIndex = 0;
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}
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}
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}
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}
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}
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24
lib/features/player/weapons/knife.dart
Normal file
24
lib/features/player/weapons/knife.dart
Normal file
@@ -0,0 +1,24 @@
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import 'package:wolf_dart/features/player/weapon.dart';
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class Knife extends Weapon {
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Knife()
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: super(
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name: "Knife",
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idleSprite: 416,
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fireFrames: [417, 418, 419],
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damage: 15,
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msPerFrame: 120,
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);
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@override
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bool fire(int currentTime, {required int currentAmmo}) {
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// Knife doesn't need ammo!
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if (state == WeaponState.idle) {
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state = WeaponState.firing;
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frameIndex = 0;
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lastFrameTime = currentTime;
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return true;
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}
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return false;
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||||
}
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}
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12
lib/features/player/weapons/machine_gun.dart
Normal file
12
lib/features/player/weapons/machine_gun.dart
Normal file
@@ -0,0 +1,12 @@
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import 'package:wolf_dart/features/player/weapon.dart';
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class MachineGun extends Weapon {
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MachineGun()
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: super(
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||||
name: "Machine Gun",
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idleSprite: 413,
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fireFrames: [414, 415], // Faster 2-frame loop
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||||
damage: 20,
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msPerFrame: 80,
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||||
);
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}
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11
lib/features/player/weapons/pistol.dart
Normal file
11
lib/features/player/weapons/pistol.dart
Normal file
@@ -0,0 +1,11 @@
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||||
import 'package:wolf_dart/features/player/weapon.dart';
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||||
|
||||
class Pistol extends Weapon {
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||||
Pistol()
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||||
: super(
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||||
name: "Pistol",
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||||
idleSprite: 408,
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||||
fireFrames: [409, 410, 411, 412],
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||||
damage: 20,
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||||
);
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||||
}
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||||
@@ -300,6 +300,13 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
});
|
||||
}
|
||||
|
||||
// 5. Fire weapon
|
||||
bool isCtrlPressed = pressedKeys.contains(LogicalKeyboardKey.controlLeft);
|
||||
if (isCtrlPressed) {
|
||||
player.fire(elapsed.inMilliseconds);
|
||||
}
|
||||
player.updateWeapon(elapsed.inMilliseconds);
|
||||
|
||||
// Fade out the damage flash smoothly
|
||||
if (damageFlashOpacity > 0) {
|
||||
damageFlashOpacity = math.max(0.0, damageFlashOpacity - 0.05);
|
||||
|
||||
Reference in New Issue
Block a user