Added Enemy and BrownGuard classes. Added health and damage.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
23
lib/classes/enemy.dart
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23
lib/classes/enemy.dart
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@@ -0,0 +1,23 @@
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import 'package:wolf_dart/classes/entity.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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abstract class Enemy extends Entity {
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Enemy({
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required super.x,
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required super.y,
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required super.spriteIndex,
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super.angle,
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super.state,
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super.mapId,
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super.lastActionTime,
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});
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// Every enemy must implement its own brain!
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void update({
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required int elapsedMs,
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required LinearCoordinates player,
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required bool Function(int x, int y) isWalkable,
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required bool Function(Entity entity) hasLineOfSight,
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required void Function(int damage) onDamagePlayer,
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});
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}
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107
lib/features/enemies/brown_guard.dart
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107
lib/features/enemies/brown_guard.dart
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@@ -0,0 +1,107 @@
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import 'dart:math' as math;
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import 'package:wolf_dart/classes/enemy.dart';
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import 'package:wolf_dart/classes/entity.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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class BrownGuard extends Enemy {
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static const double speed = 0.03;
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bool _hasFiredThisCycle = false;
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BrownGuard({
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required super.x,
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required super.y,
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required super.angle,
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required super.mapId,
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}) : super(
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spriteIndex: 50, // Default front-facing idle
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state: EntityState.idle,
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);
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@override
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void update({
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required int elapsedMs,
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required LinearCoordinates player,
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required bool Function(int x, int y) isWalkable,
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required bool Function(Entity entity) hasLineOfSight,
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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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if (hasLineOfSight(this)) {
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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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// 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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if (state == EntityState.patrolling || state == EntityState.shooting) {
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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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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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spriteIndex = 50 + octant;
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} else if (state == EntityState.patrolling) {
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// A. Move towards the player
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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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// B. Animate the walk cycle
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = 58 + (walkFrame * 8) + octant;
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// C. Decide to shoot!
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if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
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if (hasLineOfSight(this)) {
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state = EntityState.shooting;
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lastActionTime = elapsedMs;
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_hasFiredThisCycle = false; // Arm the weapon
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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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if (timeShooting < 150) {
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spriteIndex = 96; // Aiming
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} else if (timeShooting < 300) {
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spriteIndex = 97; // BANG!
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// DEAL DAMAGE ONCE!
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if (!_hasFiredThisCycle) {
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onDamagePlayer(10); // 10 damage per shot
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_hasFiredThisCycle = true;
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}
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} else if (timeShooting < 450) {
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spriteIndex = 98; // Recoil
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} else {
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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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}
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}
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}
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@@ -4,9 +4,11 @@ import 'package:flutter/material.dart';
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import 'package:flutter/scheduler.dart';
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import 'package:flutter/services.dart';
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import 'package:wolf_dart/classes/difficulty.dart';
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import 'package:wolf_dart/classes/enemy.dart';
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import 'package:wolf_dart/classes/entity.dart';
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/classes/matrix.dart';
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import 'package:wolf_dart/features/enemies/brown_guard.dart';
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import 'package:wolf_dart/features/map/wolf_map.dart';
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import 'package:wolf_dart/features/renderer/raycast_painter.dart';
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import 'package:wolf_dart/sprite_gallery.dart';
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@@ -42,6 +44,9 @@ class _WolfRendererState extends State<WolfRenderer>
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bool _isLoading = true;
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bool _spaceWasPressed = false;
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int playerHealth = 100;
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double damageFlashOpacity = 0.0;
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List<Entity> entities = [];
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// Track door animations
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@@ -115,12 +120,10 @@ class _WolfRendererState extends State<WolfRenderer>
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} else if (_isGuardForDifficulty(objId)) {
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if (50 < gameMap.sprites.length) {
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entities.add(
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Entity(
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BrownGuard(
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x: x + 0.5,
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y: y + 0.5,
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spriteIndex: 50, // Will be overridden dynamically in tick!
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state: EntityState.idle,
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angle: _getGuardAngle(objId), // NEW!
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angle: _getGuardAngle(objId),
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mapId: objId,
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),
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);
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@@ -282,89 +285,21 @@ class _WolfRendererState extends State<WolfRenderer>
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_spaceWasPressed = isSpacePressed;
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// --- 4. UPDATE ENTITY LOGIC ---
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const double enemySpeed = 0.03;
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for (Entity entity in entities) {
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// 1. Wake up if the player is spotted!
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if (entity.state == EntityState.idle) {
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if (_hasLineOfSight(entity)) {
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entity.state = EntityState.patrolling;
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entity.lastActionTime =
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elapsed.inMilliseconds; // Start the attack timer
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}
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if (entity is Enemy) {
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entity.update(
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elapsedMs: elapsed.inMilliseconds,
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player: player,
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isWalkable: _isWalkable,
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hasLineOfSight: _hasLineOfSight,
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onDamagePlayer: _takeDamage, // Pass the callback!
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);
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}
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}
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// 2. State-based Logic & Animation
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if (entity.state == EntityState.idle ||
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entity.state == EntityState.patrolling ||
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entity.state == EntityState.shooting) {
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// NEW: Include shooting state
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double dx = player.x - entity.x;
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double dy = player.y - entity.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 patrolling or shooting, force the guard to face the player
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if (entity.state == EntityState.patrolling ||
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entity.state == EntityState.shooting) {
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entity.angle = angleToPlayer;
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}
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// Calculate the octant for the 8-directional sprites (used for idle/patrol)
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double diff = entity.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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if (entity.state == EntityState.idle) {
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entity.spriteIndex = 50 + octant;
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} else if (entity.state == EntityState.patrolling) {
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// A. Move towards the player
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if (distance > 0.8) {
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double moveX = entity.x + math.cos(entity.angle) * enemySpeed;
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double moveY = entity.y + math.sin(entity.angle) * enemySpeed;
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if (_isWalkable(moveX.toInt(), entity.y.toInt())) entity.x = moveX;
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if (_isWalkable(entity.x.toInt(), moveY.toInt())) entity.y = moveY;
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}
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// B. Animate the walk cycle
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int walkFrame = (elapsed.inMilliseconds ~/ 150) % 4;
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entity.spriteIndex = 58 + (walkFrame * 8) + octant;
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// C. Decide to shoot!
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// If close enough (distance < 5.0) AND 2 seconds have passed since last action
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if (distance < 5.0 &&
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elapsed.inMilliseconds - entity.lastActionTime > 2000) {
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if (_hasLineOfSight(entity)) {
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entity.state = EntityState.shooting;
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entity.lastActionTime =
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elapsed.inMilliseconds; // Reset timer for the animation
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}
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}
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}
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// NEW: The Attack Sequence!
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else if (entity.state == EntityState.shooting) {
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// Calculate exactly how many milliseconds we've been shooting
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int timeShooting = elapsed.inMilliseconds - entity.lastActionTime;
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if (timeShooting < 150) {
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entity.spriteIndex = 96; // Aiming
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} else if (timeShooting < 300) {
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entity.spriteIndex = 97; // BANG! (Muzzle flash)
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} else if (timeShooting < 450) {
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entity.spriteIndex = 98; // Recoil
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} else {
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// Done shooting! Go back to chasing.
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entity.state = EntityState.patrolling;
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entity.lastActionTime =
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elapsed.inMilliseconds; // Reset cooldown timer
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}
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}
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}
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// Fade out the damage flash smoothly
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if (damageFlashOpacity > 0) {
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damageFlashOpacity = math.max(0.0, damageFlashOpacity - 0.05);
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}
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setState(() {});
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@@ -447,6 +382,15 @@ class _WolfRendererState extends State<WolfRenderer>
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return true;
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}
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// A helper method to handle getting shot
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void _takeDamage(int damage) {
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playerHealth -= damage;
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damageFlashOpacity = 0.5; // Trigger the red flash
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if (playerHealth <= 0) {
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print("YOU DIED! (We should add a game over screen later)");
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}
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}
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@override
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Widget build(BuildContext context) {
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if (_isLoading) {
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@@ -465,18 +409,30 @@ class _WolfRendererState extends State<WolfRenderer>
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onKeyEvent: (_) {},
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child: LayoutBuilder(
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builder: (context, constraints) {
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return CustomPaint(
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size: Size(constraints.maxWidth, constraints.maxHeight),
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painter: RaycasterPainter(
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map: currentLevel,
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textures: gameMap.textures,
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player: player,
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playerAngle: playerAngle,
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fov: fov,
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doorOffsets: doorOffsets,
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entities: entities,
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sprites: gameMap.sprites,
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),
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return Stack(
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children: [
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CustomPaint(
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size: Size(constraints.maxWidth, constraints.maxHeight),
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painter: RaycasterPainter(
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map: currentLevel,
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textures: gameMap.textures,
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player: player,
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playerAngle: playerAngle,
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fov: fov,
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doorOffsets: doorOffsets,
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entities: entities,
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sprites: gameMap.sprites,
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),
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),
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if (damageFlashOpacity > 0)
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Positioned.fill(
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child: Container(
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color: Colors.red.withValues(
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alpha: damageFlashOpacity,
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),
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),
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),
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],
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);
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},
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),
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