@@ -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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Reference in New Issue
Block a user