@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user