Create a Decorative object class

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 19:54:22 +01:00
parent 3c0e8f7d8a
commit 7835a6051e
4 changed files with 122 additions and 125 deletions

View File

@@ -0,0 +1,22 @@
import 'package:wolf_dart/classes/entity.dart';
class Decorative extends Entity {
Decorative({
required super.x,
required super.y,
required super.spriteIndex,
required super.mapId,
super.state = EntityState.staticObj, // Defaults to static
});
// Checks if the Map ID belongs to a standard decoration
static bool isDecoration(int objId) {
return (objId >= 23 && objId <= 70) || objId == 124;
}
// Safely calculates the VSWAP sprite index for standard decorations
static int getSpriteIndex(int objId) {
if (objId == 124) return 95; // Dead guard
return objId - 21;
}
}

View File

@@ -1,3 +1,5 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/entity.dart';
import 'package:wolf_dart/classes/linear_coordinates.dart';
@@ -12,12 +14,66 @@ abstract class Enemy extends Entity {
super.lastActionTime,
});
// Every enemy must implement its own brain!
// Decodes the Map ID to figure out which way the enemy is facing
static double getInitialAngle(int objId) {
int normalizedId = (objId - 108) % 36;
int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
switch (direction) {
case 0:
return 0.0;
case 1:
return 3 * math.pi / 2;
case 2:
return math.pi;
case 3:
return math.pi / 2;
default:
return 0.0;
}
}
// The enemy can now check its own line of sight!
bool hasLineOfSight(
LinearCoordinates player,
bool Function(int x, int y) isWalkable,
) {
double dx = player.x - x;
double dy = player.y - y;
double distance = math.sqrt(dx * dx + dy * dy);
// 1. FOV Check
double angleToPlayer = math.atan2(dy, dx);
double diff = angle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
if (diff.abs() > math.pi / 2) return false;
// 2. Map Check
double dirX = dx / distance;
double dirY = dy / distance;
double stepSize = 0.2;
for (double i = 0; i < distance; i += stepSize) {
int checkX = (x + dirX * i).toInt();
int checkY = (y + dirY * i).toInt();
if (!isWalkable(checkX, checkY)) return false;
}
return true;
}
// Update signature is cleaner now
void update({
required int elapsedMs,
required LinearCoordinates player,
required bool Function(int x, int y) isWalkable,
required bool Function(Entity entity) hasLineOfSight,
required void Function(int damage) onDamagePlayer,
});
}

View File

@@ -18,17 +18,33 @@ class BrownGuard extends Enemy {
state: EntityState.idle,
);
// Checks if a Map ID is a valid Brown Guard for the selected difficulty
static bool isSpawnableForDifficulty(int objId, int difficultyLevel) {
switch (difficultyLevel) {
case 0:
return objId >= 108 && objId <= 115;
case 1:
return objId >= 144 && objId <= 151;
case 2:
return objId >= 180 && objId <= 187;
case 3:
return objId >= 216 && objId <= 223;
default:
return false;
}
}
@override
void update({
required int elapsedMs,
required LinearCoordinates player,
required bool Function(int x, int y) isWalkable,
required bool Function(Entity entity) hasLineOfSight,
required void Function(int damage) onDamagePlayer,
}) {
// 1. Wake up if the player is spotted!
if (state == EntityState.idle) {
if (hasLineOfSight(this)) {
// Look how clean this is now:
if (hasLineOfSight(player, isWalkable)) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
@@ -48,12 +64,8 @@ class BrownGuard extends Enemy {
}
double diff = angle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
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;
@@ -61,7 +73,6 @@ class BrownGuard extends Enemy {
if (state == EntityState.idle) {
spriteIndex = 50 + octant;
} else if (state == EntityState.patrolling) {
// A. Move towards the player
if (distance > 0.8) {
double moveX = x + math.cos(angle) * speed;
double moveY = y + math.sin(angle) * speed;
@@ -70,33 +81,30 @@ class BrownGuard extends Enemy {
if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
}
// B. Animate the walk cycle
int walkFrame = (elapsedMs ~/ 150) % 4;
spriteIndex = 58 + (walkFrame * 8) + octant;
// C. Decide to shoot!
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
if (hasLineOfSight(this)) {
// Clean call here too:
if (hasLineOfSight(player, isWalkable)) {
state = EntityState.shooting;
lastActionTime = elapsedMs;
_hasFiredThisCycle = false; // Arm the weapon
_hasFiredThisCycle = false;
}
}
} else if (state == EntityState.shooting) {
int timeShooting = elapsedMs - lastActionTime;
if (timeShooting < 150) {
spriteIndex = 96; // Aiming
spriteIndex = 96;
} else if (timeShooting < 300) {
spriteIndex = 97; // BANG!
// DEAL DAMAGE ONCE!
spriteIndex = 97;
if (!_hasFiredThisCycle) {
onDamagePlayer(10); // 10 damage per shot
onDamagePlayer(10);
_hasFiredThisCycle = true;
}
} else if (timeShooting < 450) {
spriteIndex = 98; // Recoil
spriteIndex = 98;
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;

View File

@@ -3,6 +3,7 @@ import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter/services.dart';
import 'package:wolf_dart/classes/decorative.dart';
import 'package:wolf_dart/classes/difficulty.dart';
import 'package:wolf_dart/classes/enemy.dart';
import 'package:wolf_dart/classes/entity.dart';
@@ -87,43 +88,31 @@ class _WolfRendererState extends State<WolfRenderer>
case 22:
playerAngle = math.pi;
}
}
// NEW: Populate the Entities!
else if (objId >= 23 && objId <= 70) {
int calculatedSpriteIndex = objId - 21;
if (calculatedSpriteIndex >= 0 &&
calculatedSpriteIndex < gameMap.sprites.length) {
} // 1. POPULATE DECORATIONS & DEAD BODIES
else if (Decorative.isDecoration(objId)) {
int spriteIdx = Decorative.getSpriteIndex(objId);
if (spriteIdx >= 0 && spriteIdx < gameMap.sprites.length) {
entities.add(
Entity(
Decorative(
x: x + 0.5,
y: y + 0.5,
spriteIndex: calculatedSpriteIndex,
state: EntityState.staticObj,
spriteIndex: spriteIdx,
mapId: objId,
// NEW: Dynamically assign the state!
state: objId == 124 ? EntityState.dead : EntityState.staticObj,
),
);
}
}
// NEW: The Dead Guard (FIXED INDEX)
else if (objId == 124) {
if (95 < gameMap.sprites.length) {
entities.add(
Entity(
x: x + 0.5,
y: y + 0.5,
spriteIndex: 95,
state: EntityState.dead,
mapId: objId,
),
);
}
} else if (_isGuardForDifficulty(objId)) {
} else if (BrownGuard.isSpawnableForDifficulty(
objId,
widget.difficulty.level,
)) {
if (50 < gameMap.sprites.length) {
entities.add(
BrownGuard(
x: x + 0.5,
y: y + 0.5,
angle: _getGuardAngle(objId),
angle: Enemy.getInitialAngle(objId),
mapId: objId,
),
);
@@ -291,8 +280,7 @@ class _WolfRendererState extends State<WolfRenderer>
elapsedMs: elapsed.inMilliseconds,
player: player,
isWalkable: _isWalkable,
hasLineOfSight: _hasLineOfSight,
onDamagePlayer: _takeDamage, // Pass the callback!
onDamagePlayer: _takeDamage,
);
}
}
@@ -305,83 +293,6 @@ class _WolfRendererState extends State<WolfRenderer>
setState(() {});
}
bool _isGuardForDifficulty(int objId) {
switch (widget.difficulty.level) {
case 0: // Baby
return objId >= 108 && objId <= 115;
case 1: // Easy
return objId >= 144 && objId <= 151;
case 2: // Normal
return objId >= 180 && objId <= 187;
case 3: // Hard
return objId >= 216 && objId <= 223;
default:
return false;
}
}
// Decodes the Map ID to figure out which way the guard is facing
double _getGuardAngle(int objId) {
// Normalizes the ID across the 4 difficulty tiers
int normalizedId = (objId - 108) % 36;
int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
// Matches the player spawn angles you already set up
switch (direction) {
case 0:
return 0.0; // East
case 1:
return 3 * math.pi / 2; // North
case 2:
return math.pi; // West
case 3:
return math.pi / 2; // South
default:
return 0.0;
}
}
bool _hasLineOfSight(Entity guard) {
double dx = player.x - guard.x;
double dy = player.y - guard.y;
double distance = math.sqrt(dx * dx + dy * dy);
// 1. FOV Check (Are you in front of them?)
double angleToPlayer = math.atan2(dy, dx);
double diff = guard.angle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
// A standard guard FOV is about 180 degrees (90 degrees left/right)
if (diff.abs() > math.pi / 2) {
return false; // You are behind them!
}
// 2. Line of Sight Check (Are there walls in the way?)
double dirX = dx / distance;
double dirY = dy / distance;
// Step along the ray in small increments to check for solid blocks
double stepSize = 0.2;
for (double i = 0; i < distance; i += stepSize) {
int checkX = (guard.x + dirX * i).toInt();
int checkY = (guard.y + dirY * i).toInt();
// If we hit a solid wall or closed door, vision is blocked
if (!_isWalkable(checkX, checkY)) {
return false;
}
}
// If we made it all the way to the player without hitting a wall...
return true;
}
// A helper method to handle getting shot
void _takeDamage(int damage) {
playerHealth -= damage;