Refactor coordinate system

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 00:49:31 +01:00
parent 5c9dafbbdf
commit 46712370a4
8 changed files with 83 additions and 29 deletions

View File

@@ -1,6 +1,6 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
@@ -56,19 +56,20 @@ class BrownGuard extends Enemy {
@override
void update({
required int elapsedMs,
required LinearCoordinates player,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int damage) onDamagePlayer,
}) {
// 1. Wake up logic
if (state == EntityState.idle && hasLineOfSight(player, isWalkable)) {
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
// 2. Pre-calculate angles (needed for almost all states)
double dx = player.x - x;
double dy = player.y - y;
double dx = playerPosition.x - x;
double dy = playerPosition.y - y;
double distance = math.sqrt(dx * dx + dy * dy);
double angleToPlayer = math.atan2(dy, dx);
@@ -107,7 +108,7 @@ class BrownGuard extends Enemy {
spriteIndex = 58 + (walkFrame * 8) + octant;
// Shooting transition
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
if (hasLineOfSight(player, isWalkable)) {
if (hasLineOfSight(playerPosition, isWalkable)) {
state = EntityState.shooting;
lastActionTime = elapsedMs;
_hasFiredThisCycle = false;