@@ -52,6 +52,7 @@ class BrownGuard extends Enemy {
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return null; // Not a Brown Guard!
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}
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@override
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@override
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void update({
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required int elapsedMs,
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@@ -59,64 +60,59 @@ class BrownGuard extends Enemy {
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required bool Function(int x, int y) isWalkable,
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required void Function(int damage) onDamagePlayer,
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}) {
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// 1. Wake up if the player is spotted!
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if (state == EntityState.idle) {
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// Look how clean this is now:
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if (hasLineOfSight(player, isWalkable)) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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// 1. Wake up logic
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if (state == EntityState.idle && hasLineOfSight(player, isWalkable)) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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// 2. State-based Logic & Animation
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if (state == EntityState.idle ||
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state == EntityState.patrolling ||
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state == EntityState.shooting) {
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double dx = player.x - x;
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double dy = player.y - y;
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double distance = math.sqrt(dx * dx + dy * dy);
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double angleToPlayer = math.atan2(dy, dx);
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// 2. Pre-calculate angles (needed for almost all states)
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double dx = player.x - x;
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double dy = player.y - y;
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double distance = math.sqrt(dx * dx + dy * dy);
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double angleToPlayer = math.atan2(dy, dx);
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if (state == EntityState.patrolling || state == EntityState.shooting) {
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angle = angleToPlayer;
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}
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// Face the player if active
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if (state != EntityState.idle && state != EntityState.dead) {
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angle = angleToPlayer;
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}
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double diff = angle - angleToPlayer;
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while (diff <= -math.pi) {
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diff += 2 * math.pi;
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}
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while (diff > math.pi) {
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diff -= 2 * math.pi;
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}
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double diff = angle - angleToPlayer;
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while (diff <= -math.pi) diff += 2 * math.pi;
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while (diff > math.pi) diff -= 2 * math.pi;
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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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if (state == EntityState.idle) {
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// 3. State Machine
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switch (state) {
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case EntityState.idle:
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spriteIndex = 50 + octant;
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} else if (state == EntityState.patrolling) {
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break;
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case EntityState.patrolling:
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// Movement
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if (distance > 0.8) {
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double moveX = x + math.cos(angle) * speed;
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double moveY = y + math.sin(angle) * speed;
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if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
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if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
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}
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// Animation
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = 58 + (walkFrame * 8) + octant;
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// Shooting transition
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if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
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// Clean call here too:
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if (hasLineOfSight(player, isWalkable)) {
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state = EntityState.shooting;
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lastActionTime = elapsedMs;
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_hasFiredThisCycle = false;
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}
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}
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} else if (state == EntityState.shooting) {
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int timeShooting = elapsedMs - lastActionTime;
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break;
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case EntityState.shooting:
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int timeShooting = elapsedMs - lastActionTime;
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if (timeShooting < 150) {
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spriteIndex = 96;
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} else if (timeShooting < 300) {
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@@ -131,7 +127,35 @@ class BrownGuard extends Enemy {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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}
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break;
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case EntityState.pain:
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spriteIndex = 90;
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if (elapsedMs - lastActionTime > 250) {
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// Slight delay
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state = EntityState.patrolling;
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lastActionTime = elapsedMs; // Reset so they don't immediately shoot
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}
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break;
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||||
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case EntityState.dead:
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if (isDying) {
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// Use max(0, ...) to prevent negative numbers if currentTime is wonky
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int timeSinceDeath = math.max(0, elapsedMs - lastActionTime);
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int deathFrame = timeSinceDeath ~/ 150;
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if (deathFrame < 4) {
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spriteIndex = 91 + deathFrame;
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} else {
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spriteIndex = 95; // The final corpse
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isDying = false; // Stop animating
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}
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} else {
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spriteIndex = 95; // Keep showing the corpse
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}
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break;
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||||
default:
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||||
break;
|
||||
}
|
||||
}
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||||
}
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||||
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@@ -14,6 +14,25 @@ abstract class Enemy extends Entity {
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||||
super.lastActionTime,
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||||
});
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||||
|
||||
int health = 25; // Standard guard health
|
||||
bool isDying = false;
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||||
|
||||
void takeDamage(int amount, int currentTime) {
|
||||
if (state == EntityState.dead) return;
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||||
|
||||
health -= amount;
|
||||
lastActionTime = currentTime; // CRITICAL: Mark the start of the death/pain
|
||||
|
||||
if (health <= 0) {
|
||||
state = EntityState.dead;
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||||
isDying = true; // This triggers the animation in BrownGuard
|
||||
} else if (math.Random().nextDouble() < 0.5) {
|
||||
state = EntityState.pain;
|
||||
} else {
|
||||
state = EntityState.patrolling;
|
||||
}
|
||||
}
|
||||
|
||||
// Decodes the Map ID to figure out which way the enemy is facing
|
||||
static double getInitialAngle(int objId) {
|
||||
int normalizedId = (objId - 108) % 36;
|
||||
|
||||
Reference in New Issue
Block a user