@@ -52,6 +52,7 @@ class BrownGuard extends Enemy {
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return null; // Not a Brown Guard!
|
return null; // Not a Brown Guard!
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}
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}
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||||||
|
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||||||
|
@override
|
||||||
@override
|
@override
|
||||||
void update({
|
void update({
|
||||||
required int elapsedMs,
|
required int elapsedMs,
|
||||||
@@ -59,64 +60,59 @@ class BrownGuard extends Enemy {
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|||||||
required bool Function(int x, int y) isWalkable,
|
required bool Function(int x, int y) isWalkable,
|
||||||
required void Function(int damage) onDamagePlayer,
|
required void Function(int damage) onDamagePlayer,
|
||||||
}) {
|
}) {
|
||||||
// 1. Wake up if the player is spotted!
|
// 1. Wake up logic
|
||||||
if (state == EntityState.idle) {
|
if (state == EntityState.idle && hasLineOfSight(player, isWalkable)) {
|
||||||
// Look how clean this is now:
|
state = EntityState.patrolling;
|
||||||
if (hasLineOfSight(player, isWalkable)) {
|
lastActionTime = elapsedMs;
|
||||||
state = EntityState.patrolling;
|
|
||||||
lastActionTime = elapsedMs;
|
|
||||||
}
|
|
||||||
}
|
}
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||||||
|
|
||||||
// 2. State-based Logic & Animation
|
// 2. Pre-calculate angles (needed for almost all states)
|
||||||
if (state == EntityState.idle ||
|
double dx = player.x - x;
|
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state == EntityState.patrolling ||
|
double dy = player.y - y;
|
||||||
state == EntityState.shooting) {
|
double distance = math.sqrt(dx * dx + dy * dy);
|
||||||
double dx = player.x - x;
|
double angleToPlayer = math.atan2(dy, dx);
|
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double dy = player.y - y;
|
|
||||||
double distance = math.sqrt(dx * dx + dy * dy);
|
|
||||||
double angleToPlayer = math.atan2(dy, dx);
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|
||||||
|
|
||||||
if (state == EntityState.patrolling || state == EntityState.shooting) {
|
// Face the player if active
|
||||||
angle = angleToPlayer;
|
if (state != EntityState.idle && state != EntityState.dead) {
|
||||||
}
|
angle = angleToPlayer;
|
||||||
|
}
|
||||||
|
|
||||||
double diff = angle - angleToPlayer;
|
double diff = angle - angleToPlayer;
|
||||||
while (diff <= -math.pi) {
|
while (diff <= -math.pi) diff += 2 * math.pi;
|
||||||
diff += 2 * math.pi;
|
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;
|
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
|
||||||
if (octant < 0) octant += 8;
|
if (octant < 0) octant += 8;
|
||||||
|
|
||||||
if (state == EntityState.idle) {
|
// 3. State Machine
|
||||||
|
switch (state) {
|
||||||
|
case EntityState.idle:
|
||||||
spriteIndex = 50 + octant;
|
spriteIndex = 50 + octant;
|
||||||
} else if (state == EntityState.patrolling) {
|
break;
|
||||||
|
|
||||||
|
case EntityState.patrolling:
|
||||||
|
// Movement
|
||||||
if (distance > 0.8) {
|
if (distance > 0.8) {
|
||||||
double moveX = x + math.cos(angle) * speed;
|
double moveX = x + math.cos(angle) * speed;
|
||||||
double moveY = y + math.sin(angle) * speed;
|
double moveY = y + math.sin(angle) * speed;
|
||||||
|
|
||||||
if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
|
if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
|
||||||
if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
|
if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
|
||||||
}
|
}
|
||||||
|
// Animation
|
||||||
int walkFrame = (elapsedMs ~/ 150) % 4;
|
int walkFrame = (elapsedMs ~/ 150) % 4;
|
||||||
spriteIndex = 58 + (walkFrame * 8) + octant;
|
spriteIndex = 58 + (walkFrame * 8) + octant;
|
||||||
|
// Shooting transition
|
||||||
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
|
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
|
||||||
// Clean call here too:
|
|
||||||
if (hasLineOfSight(player, isWalkable)) {
|
if (hasLineOfSight(player, isWalkable)) {
|
||||||
state = EntityState.shooting;
|
state = EntityState.shooting;
|
||||||
lastActionTime = elapsedMs;
|
lastActionTime = elapsedMs;
|
||||||
_hasFiredThisCycle = false;
|
_hasFiredThisCycle = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else if (state == EntityState.shooting) {
|
break;
|
||||||
int timeShooting = elapsedMs - lastActionTime;
|
|
||||||
|
|
||||||
|
case EntityState.shooting:
|
||||||
|
int timeShooting = elapsedMs - lastActionTime;
|
||||||
if (timeShooting < 150) {
|
if (timeShooting < 150) {
|
||||||
spriteIndex = 96;
|
spriteIndex = 96;
|
||||||
} else if (timeShooting < 300) {
|
} else if (timeShooting < 300) {
|
||||||
@@ -131,7 +127,35 @@ class BrownGuard extends Enemy {
|
|||||||
state = EntityState.patrolling;
|
state = EntityState.patrolling;
|
||||||
lastActionTime = elapsedMs;
|
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,6 +14,25 @@ abstract class Enemy extends Entity {
|
|||||||
super.lastActionTime,
|
super.lastActionTime,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
int health = 25; // Standard guard health
|
||||||
|
bool isDying = false;
|
||||||
|
|
||||||
|
void takeDamage(int amount, int currentTime) {
|
||||||
|
if (state == EntityState.dead) return;
|
||||||
|
|
||||||
|
health -= amount;
|
||||||
|
lastActionTime = currentTime; // CRITICAL: Mark the start of the death/pain
|
||||||
|
|
||||||
|
if (health <= 0) {
|
||||||
|
state = EntityState.dead;
|
||||||
|
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
|
// Decodes the Map ID to figure out which way the enemy is facing
|
||||||
static double getInitialAngle(int objId) {
|
static double getInitialAngle(int objId) {
|
||||||
int normalizedId = (objId - 108) % 36;
|
int normalizedId = (objId - 108) % 36;
|
||||||
|
|||||||
@@ -127,8 +127,19 @@ class Player {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void updateWeapon(int currentTime) {
|
/// Returns true only on the specific frame where the hit should be calculated
|
||||||
|
bool updateWeapon(int currentTime) {
|
||||||
|
int oldFrame = currentWeapon.frameIndex;
|
||||||
currentWeapon.update(currentTime);
|
currentWeapon.update(currentTime);
|
||||||
|
|
||||||
|
// In your Pistol (Indices 212-215), Index 213 is the flash.
|
||||||
|
// This translates to frameIndex == 1 in our fireFrames list.
|
||||||
|
if (currentWeapon.state == WeaponState.firing &&
|
||||||
|
oldFrame == 0 &&
|
||||||
|
currentWeapon.frameIndex == 1) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Logic to switch weapons (e.g., picking up the Machine Gun)
|
// Logic to switch weapons (e.g., picking up the Machine Gun)
|
||||||
|
|||||||
@@ -307,9 +307,16 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 5. Weapon
|
// 5. Weapon
|
||||||
player.currentWeapon.update(elapsed.inMilliseconds);
|
// Update weapon animation and check for flash frame
|
||||||
|
bool shouldCheckHit = player.updateWeapon(elapsed.inMilliseconds);
|
||||||
|
|
||||||
if (pressedKeys.contains(LogicalKeyboardKey.controlLeft)) {
|
if (shouldCheckHit) {
|
||||||
|
_performRaycastAttack(elapsed);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Input to trigger firing
|
||||||
|
if (pressedKeys.contains(LogicalKeyboardKey.controlLeft) &&
|
||||||
|
!_spaceWasPressed) {
|
||||||
player.fire(elapsed.inMilliseconds);
|
player.fire(elapsed.inMilliseconds);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -327,6 +334,64 @@ class _WolfRendererState extends State<WolfRenderer>
|
|||||||
damageFlashOpacity = 0.5;
|
damageFlashOpacity = 0.5;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void _performRaycastAttack(Duration elapsed) {
|
||||||
|
Enemy? closestEnemy;
|
||||||
|
double minDistance = 15.0; // Maximum range of the gun
|
||||||
|
|
||||||
|
for (Entity entity in entities) {
|
||||||
|
if (entity is Enemy && entity.state != EntityState.dead) {
|
||||||
|
// 1. Calculate the angle from player to enemy
|
||||||
|
double dx = entity.x - player.x;
|
||||||
|
double dy = entity.y - player.y;
|
||||||
|
double angleToEnemy = math.atan2(dy, dx);
|
||||||
|
|
||||||
|
// 2. Check if that angle is close to our player's aiming angle
|
||||||
|
double angleDiff = player.angle - angleToEnemy;
|
||||||
|
while (angleDiff <= -math.pi) angleDiff += 2 * math.pi;
|
||||||
|
while (angleDiff > math.pi) angleDiff -= 2 * math.pi;
|
||||||
|
|
||||||
|
// 3. Simple bounding box check (approx 0.4 units wide)
|
||||||
|
double dist = math.sqrt(dx * dx + dy * dy);
|
||||||
|
double threshold =
|
||||||
|
0.2 / dist; // Smaller threshold as they get further away
|
||||||
|
|
||||||
|
if (angleDiff.abs() < threshold) {
|
||||||
|
// 4. Ensure there is no wall between you and the enemy
|
||||||
|
if (_hasLineOfSightToEnemy(entity, dist)) {
|
||||||
|
if (dist < minDistance) {
|
||||||
|
minDistance = dist;
|
||||||
|
closestEnemy = entity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (closestEnemy != null) {
|
||||||
|
closestEnemy.takeDamage(
|
||||||
|
player.currentWeapon.damage,
|
||||||
|
elapsed.inMilliseconds,
|
||||||
|
);
|
||||||
|
|
||||||
|
// If the shot was fatal, reward the player
|
||||||
|
if (closestEnemy.state == EntityState.dead) {
|
||||||
|
player.score += 100;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool _hasLineOfSightToEnemy(Enemy enemy, double distance) {
|
||||||
|
double dirX = math.cos(player.angle);
|
||||||
|
double dirY = math.sin(player.angle);
|
||||||
|
|
||||||
|
for (double i = 0.5; i < distance; i += 0.2) {
|
||||||
|
int checkX = (player.x + dirX * i).toInt();
|
||||||
|
int checkY = (player.y + dirY * i).toInt();
|
||||||
|
if (!_isWalkable(checkX, checkY)) return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
@override
|
@override
|
||||||
Widget build(BuildContext context) {
|
Widget build(BuildContext context) {
|
||||||
if (_isLoading) {
|
if (_isLoading) {
|
||||||
|
|||||||
Reference in New Issue
Block a user