Fire weapons

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 20:36:40 +01:00
parent fb2b297900
commit 029e90ea9d
6 changed files with 143 additions and 1 deletions

View File

@@ -2,6 +2,10 @@ import 'dart:math' as math;
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/features/entities/collectible.dart';
import 'package:wolf_dart/features/player/weapon.dart';
import 'package:wolf_dart/features/player/weapons/knife.dart';
import 'package:wolf_dart/features/player/weapons/machine_gun.dart';
import 'package:wolf_dart/features/player/weapons/pistol.dart';
class Player {
// Spatial
@@ -20,11 +24,20 @@ class Player {
bool hasMachineGun = false;
bool hasChainGun = false;
// Weapon
late Weapon currentWeapon;
final List<Weapon> availableWeapons = [];
Player({
required this.x,
required this.y,
required this.angle,
});
}) {
// Start with Knife and Pistol
availableWeapons.add(Knife());
availableWeapons.add(Pistol());
currentWeapon = availableWeapons[1];
}
// Helper getter to interface with the RaycasterPainter
LinearCoordinates get position => (x: x, y: y);
@@ -105,4 +118,28 @@ class Player {
}
return pickedUp;
}
void fire(int currentTime) {
bool shotFired = currentWeapon.fire(currentTime, currentAmmo: ammo);
// If it was a gun (not a knife) and it fired, consume ammo
if (shotFired && currentWeapon is! Knife) {
ammo--;
}
// TODO: We'll add Raycast hit detection here next!
}
void updateWeapon(int currentTime) {
currentWeapon.update(currentTime);
}
// Logic to switch weapons (e.g., picking up the Machine Gun)
void equipBestWeapon() {
if (hasChainGun) {
/* set chain gun */
} else if (hasMachineGun) {
currentWeapon = MachineGun();
}
}
}

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@@ -0,0 +1,51 @@
enum WeaponState { idle, firing }
abstract class Weapon {
final String name;
final int idleSprite;
final List<int> fireFrames;
final int damage;
final int msPerFrame;
WeaponState state = WeaponState.idle;
int frameIndex = 0;
int lastFrameTime = 0;
Weapon({
required this.name,
required this.idleSprite,
required this.fireFrames,
required this.damage,
this.msPerFrame = 100, // Speed of animation
});
int get currentSprite =>
state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
bool get isFiring => state == WeaponState.firing;
/// The main entry point for the player to use the gun.
/// Returns true if a bullet was actually spent.
bool fire(int currentTime, {required int currentAmmo}) {
if (state == WeaponState.idle && currentAmmo > 0) {
state = WeaponState.firing;
frameIndex = 0;
lastFrameTime = currentTime;
return true;
}
return false;
}
void update(int currentTime) {
if (state == WeaponState.firing) {
if (currentTime - lastFrameTime > msPerFrame) {
frameIndex++;
lastFrameTime = currentTime;
if (frameIndex >= fireFrames.length) {
state = WeaponState.idle;
frameIndex = 0;
}
}
}
}
}

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@@ -0,0 +1,24 @@
import 'package:wolf_dart/features/player/weapon.dart';
class Knife extends Weapon {
Knife()
: super(
name: "Knife",
idleSprite: 416,
fireFrames: [417, 418, 419],
damage: 15,
msPerFrame: 120,
);
@override
bool fire(int currentTime, {required int currentAmmo}) {
// Knife doesn't need ammo!
if (state == WeaponState.idle) {
state = WeaponState.firing;
frameIndex = 0;
lastFrameTime = currentTime;
return true;
}
return false;
}
}

View File

@@ -0,0 +1,12 @@
import 'package:wolf_dart/features/player/weapon.dart';
class MachineGun extends Weapon {
MachineGun()
: super(
name: "Machine Gun",
idleSprite: 413,
fireFrames: [414, 415], // Faster 2-frame loop
damage: 20,
msPerFrame: 80,
);
}

View File

@@ -0,0 +1,11 @@
import 'package:wolf_dart/features/player/weapon.dart';
class Pistol extends Weapon {
Pistol()
: super(
name: "Pistol",
idleSprite: 408,
fireFrames: [409, 410, 411, 412],
damage: 20,
);
}

View File

@@ -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);