Guards chase you

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 19:33:08 +01:00
parent c38595b393
commit 1eb5b21a5c

View File

@@ -282,25 +282,31 @@ class _WolfRendererState extends State<WolfRenderer>
_spaceWasPressed = isSpacePressed;
// --- 4. UPDATE ENTITY LOGIC ---
const double enemySpeed = 0.03; // Slightly slower than the player
for (Entity entity in entities) {
// 1. Wake up if the player is spotted!
if (entity.state == EntityState.idle) {
if (_hasLineOfSight(entity)) {
// "Halt!"
entity.state = EntityState.patrolling;
print("A guard spotted you!"); // Just for debugging
}
}
// 2. Visuals: 8-Way Directional Tracking
// 2. State-based Logic & Animation
if (entity.state == EntityState.idle ||
entity.state == EntityState.patrolling) {
double dx = player.x - entity.x;
double dy = player.y - entity.y;
double distance = math.sqrt(dx * dx + dy * dy);
double angleToPlayer = math.atan2(dy, dx);
double diff = entity.angle - angleToPlayer;
// If patrolling, force the guard to turn and face the player
if (entity.state == EntityState.patrolling) {
entity.angle = angleToPlayer;
}
// Calculate the octant for the 8-directional sprites
double diff = entity.angle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
@@ -311,8 +317,31 @@ class _WolfRendererState extends State<WolfRenderer>
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;
// Base sprite for the Brown Guard
entity.spriteIndex = 50 + octant;
if (entity.state == EntityState.idle) {
// Standing still
entity.spriteIndex = 50 + octant;
} else if (entity.state == EntityState.patrolling) {
// A. Move towards the player (stop if they get too close)
if (distance > 0.8) {
double moveX = entity.x + math.cos(entity.angle) * enemySpeed;
double moveY = entity.y + math.sin(entity.angle) * enemySpeed;
// Basic collision so they slide along walls instead of phasing through
if (_isWalkable(moveX.toInt(), entity.y.toInt())) {
entity.x = moveX;
}
if (_isWalkable(entity.x.toInt(), moveY.toInt())) {
entity.y = moveY;
}
}
// B. Animate the walk cycle (4 steps)
// We use the elapsed time to change the frame every 150ms
int walkFrame = (elapsed.inMilliseconds ~/ 150) % 4;
// Frames start at 58. Each of the 4 walk steps has 8 directional sprites.
entity.spriteIndex = 58 + (walkFrame * 8) + octant;
}
}
}