Fix some enemy stuff

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 01:18:52 +01:00
parent 1bd0814e8c
commit 6bf479dcf7
5 changed files with 106 additions and 98 deletions

View File

@@ -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);
}
}