@@ -53,13 +53,15 @@ class BrownGuard extends Enemy {
|
||||
}
|
||||
|
||||
@override
|
||||
@override
|
||||
void update({
|
||||
({Coordinate2D movement, double newAngle}) update({
|
||||
required int elapsedMs,
|
||||
required Coordinate2D playerPosition,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
required void Function(int damage) onDamagePlayer,
|
||||
}) {
|
||||
Coordinate2D movement = const Coordinate2D(0, 0);
|
||||
double newAngle = angle;
|
||||
|
||||
// 1. Wake up logic
|
||||
if (state == EntityState.idle &&
|
||||
hasLineOfSight(playerPosition, isWalkable)) {
|
||||
@@ -67,25 +69,22 @@ class BrownGuard extends Enemy {
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
|
||||
// 2. Pre-calculate angles (needed for almost all states)
|
||||
double dx = playerPosition.x - x;
|
||||
double dy = playerPosition.y - y;
|
||||
double distance = math.sqrt(dx * dx + dy * dy);
|
||||
double angleToPlayer = math.atan2(dy, dx);
|
||||
// 2. Pre-calculate spatial relations
|
||||
double distance = position.distanceTo(playerPosition);
|
||||
double angleToPlayer = position.angleTo(playerPosition);
|
||||
|
||||
// Face the player if active
|
||||
if (state != EntityState.idle && state != EntityState.dead) {
|
||||
angle = angleToPlayer;
|
||||
newAngle = angleToPlayer;
|
||||
}
|
||||
|
||||
double diff = angle - angleToPlayer;
|
||||
// Calculate Octant for sprite direction
|
||||
double diff = newAngle - 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;
|
||||
|
||||
@@ -96,17 +95,15 @@ class BrownGuard extends Enemy {
|
||||
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;
|
||||
// Calculate movement intent
|
||||
movement =
|
||||
Coordinate2D(math.cos(newAngle), math.sin(newAngle)) * speed;
|
||||
}
|
||||
// Animation
|
||||
|
||||
int walkFrame = (elapsedMs ~/ 150) % 4;
|
||||
spriteIndex = 58 + (walkFrame * 8) + octant;
|
||||
// Shooting transition
|
||||
|
||||
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
|
||||
if (hasLineOfSight(playerPosition, isWalkable)) {
|
||||
state = EntityState.shooting;
|
||||
@@ -123,7 +120,7 @@ class BrownGuard extends Enemy {
|
||||
} else if (timeShooting < 300) {
|
||||
spriteIndex = 97;
|
||||
if (!_hasFiredThisCycle) {
|
||||
onDamagePlayer(10);
|
||||
onDamagePlayer(10); // DAMAGING PLAYER
|
||||
_hasFiredThisCycle = true;
|
||||
}
|
||||
} else if (timeShooting < 450) {
|
||||
@@ -135,32 +132,30 @@ class BrownGuard extends Enemy {
|
||||
break;
|
||||
|
||||
case EntityState.pain:
|
||||
spriteIndex = 90;
|
||||
spriteIndex = 94;
|
||||
if (elapsedMs - lastActionTime > 250) {
|
||||
// Slight delay
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs; // Reset so they don't immediately shoot
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
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;
|
||||
|
||||
int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
|
||||
if (deathFrame < 4) {
|
||||
spriteIndex = 91 + deathFrame;
|
||||
spriteIndex = 90 + deathFrame - 1;
|
||||
} else {
|
||||
spriteIndex = 95; // The final corpse
|
||||
isDying = false; // Stop animating
|
||||
spriteIndex = 95;
|
||||
isDying = false;
|
||||
}
|
||||
} else {
|
||||
spriteIndex = 95; // Keep showing the corpse
|
||||
spriteIndex = 95;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return (movement: movement, newAngle: newAngle);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,79 +47,67 @@ class Dog extends Enemy {
|
||||
}
|
||||
|
||||
@override
|
||||
void update({
|
||||
({Coordinate2D movement, double newAngle}) update({
|
||||
required int elapsedMs,
|
||||
required Coordinate2D playerPosition,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
required void Function(int damage) onDamagePlayer,
|
||||
}) {
|
||||
Coordinate2D movement = const Coordinate2D(0, 0);
|
||||
double newAngle = angle;
|
||||
|
||||
if (state == EntityState.idle &&
|
||||
hasLineOfSight(playerPosition, isWalkable)) {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
|
||||
double distance = position.distanceTo(playerPosition);
|
||||
double angleToPlayer = position.angleTo(playerPosition);
|
||||
|
||||
if (state == EntityState.patrolling || state == EntityState.shooting) {
|
||||
newAngle = angleToPlayer;
|
||||
}
|
||||
|
||||
double diff = newAngle - 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;
|
||||
|
||||
if (state == EntityState.idle) {
|
||||
if (hasLineOfSight(playerPosition, isWalkable)) {
|
||||
spriteIndex = 99 + octant;
|
||||
} else if (state == EntityState.patrolling) {
|
||||
if (distance > 0.8) {
|
||||
movement = Coordinate2D(math.cos(newAngle), math.sin(newAngle)) * speed;
|
||||
}
|
||||
|
||||
int walkFrame = (elapsedMs ~/ 100) % 4;
|
||||
spriteIndex = 107 + (walkFrame * 8) + octant;
|
||||
|
||||
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
|
||||
state = EntityState.shooting;
|
||||
lastActionTime = elapsedMs;
|
||||
_hasBittenThisCycle = false;
|
||||
}
|
||||
} else if (state == EntityState.shooting) {
|
||||
int timeAttacking = elapsedMs - lastActionTime;
|
||||
if (timeAttacking < 200) {
|
||||
spriteIndex = 139;
|
||||
if (!_hasBittenThisCycle) {
|
||||
onDamagePlayer(5); // DOG BITE
|
||||
_hasBittenThisCycle = true;
|
||||
}
|
||||
} else {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
}
|
||||
|
||||
if (state == EntityState.idle ||
|
||||
state == EntityState.patrolling ||
|
||||
state == EntityState.shooting) {
|
||||
// "Shooting" here means biting
|
||||
|
||||
double dx = playerPosition.x - x;
|
||||
double dy = playerPosition.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;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
if (state == EntityState.idle) {
|
||||
spriteIndex = 99 + octant; // Base dog standing sprite
|
||||
} else if (state == EntityState.patrolling) {
|
||||
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;
|
||||
}
|
||||
|
||||
// Dogs only have 4 walking angles, alternating legs
|
||||
int walkFrame = (elapsedMs ~/ 100) % 4;
|
||||
spriteIndex = 107 + (walkFrame * 8) + octant;
|
||||
|
||||
// Dog Bite Attack (Must be practically touching the player)
|
||||
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
|
||||
state = EntityState.shooting;
|
||||
lastActionTime = elapsedMs;
|
||||
_hasBittenThisCycle = false;
|
||||
}
|
||||
} else if (state == EntityState.shooting) {
|
||||
int timeAttacking = elapsedMs - lastActionTime;
|
||||
|
||||
if (timeAttacking < 200) {
|
||||
spriteIndex = 139; // Jumping/Biting frame
|
||||
if (!_hasBittenThisCycle) {
|
||||
onDamagePlayer(5); // Dogs do less damage than guards
|
||||
_hasBittenThisCycle = true;
|
||||
}
|
||||
} else {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
}
|
||||
}
|
||||
return (movement: movement, newAngle: newAngle);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,6 +16,7 @@ abstract class Enemy extends Entity {
|
||||
|
||||
// Standard guard health
|
||||
int health = 25;
|
||||
int damage = 10;
|
||||
bool isDying = false;
|
||||
|
||||
void takeDamage(int amount, int currentTime) {
|
||||
@@ -106,7 +107,7 @@ abstract class Enemy extends Entity {
|
||||
return true;
|
||||
}
|
||||
|
||||
void update({
|
||||
({Coordinate2D movement, double newAngle}) update({
|
||||
required int elapsedMs,
|
||||
required Coordinate2D playerPosition,
|
||||
required bool Function(int x, int y) isWalkable,
|
||||
|
||||
@@ -21,5 +21,10 @@ abstract class Entity<T> {
|
||||
this.lastActionTime = 0,
|
||||
});
|
||||
|
||||
set position(Coordinate2D pos) {
|
||||
x = pos.x;
|
||||
y = pos.y;
|
||||
}
|
||||
|
||||
Coordinate2D get position => Coordinate2D(x, y);
|
||||
}
|
||||
|
||||
@@ -190,7 +190,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
if (player.angle < 0) player.angle += 2 * math.pi;
|
||||
if (player.angle >= 2 * math.pi) player.angle -= 2 * math.pi;
|
||||
|
||||
Coordinate2D validatedPos = _calculateValidatedPosition(
|
||||
final Coordinate2D validatedPos = _calculateValidatedPosition(
|
||||
player.position,
|
||||
inputResult.movement,
|
||||
);
|
||||
@@ -223,8 +223,8 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
({Coordinate2D movement, double dAngle}) _processInputs(Duration elapsed) {
|
||||
inputManager.update();
|
||||
|
||||
const double moveSpeed = 0.16;
|
||||
const double turnSpeed = 0.12;
|
||||
const double moveSpeed = 0.14;
|
||||
const double turnSpeed = 0.10;
|
||||
|
||||
Coordinate2D movement = const Coordinate2D(0, 0);
|
||||
double dAngle = 0.0;
|
||||
@@ -301,18 +301,37 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
return Coordinate2D(newX, newY);
|
||||
}
|
||||
|
||||
// renderer.dart
|
||||
void _updateEntities(Duration elapsed) {
|
||||
List<Entity> itemsToRemove = [];
|
||||
|
||||
for (Entity entity in entities) {
|
||||
if (entity is Enemy) {
|
||||
entity.update(
|
||||
// 1. Get Intent
|
||||
final intent = entity.update(
|
||||
elapsedMs: elapsed.inMilliseconds,
|
||||
playerPosition: player.position,
|
||||
isWalkable: _isWalkable,
|
||||
onDamagePlayer: _takeDamage,
|
||||
);
|
||||
|
||||
// 2. Update Angle
|
||||
entity.angle = intent.newAngle;
|
||||
|
||||
// 3. Resolve Movement & Collision
|
||||
// We reuse the same logic we used for the player!
|
||||
Coordinate2D validatedPos = _calculateValidatedPosition(
|
||||
entity.position,
|
||||
intent.movement,
|
||||
);
|
||||
|
||||
entity.position = validatedPos;
|
||||
|
||||
// 4. Handle Attacking (if the enemy logic decides to)
|
||||
// You can move 'onDamagePlayer' calls into the enemy's
|
||||
// internal state check here if preferred.
|
||||
} else if (entity is Collectible) {
|
||||
// Collectible pickup logic remains the same
|
||||
if (player.position.distanceTo(entity.position) < 0.5) {
|
||||
if (player.tryPickup(entity)) {
|
||||
itemsToRemove.add(entity);
|
||||
|
||||
Reference in New Issue
Block a user