Added Enemy and BrownGuard classes. Added health and damage.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
107
lib/features/enemies/brown_guard.dart
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107
lib/features/enemies/brown_guard.dart
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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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