Kill kill kill

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 21:03:34 +01:00
parent d4d5a84bc4
commit 2f66ba451a
4 changed files with 158 additions and 39 deletions

View File

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