Create a Decorative object class
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
22
lib/classes/decorative.dart
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22
lib/classes/decorative.dart
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@@ -0,0 +1,22 @@
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import 'package:wolf_dart/classes/entity.dart';
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class Decorative extends Entity {
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Decorative({
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required super.x,
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required super.y,
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required super.spriteIndex,
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required super.mapId,
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super.state = EntityState.staticObj, // Defaults to static
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});
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// Checks if the Map ID belongs to a standard decoration
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static bool isDecoration(int objId) {
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return (objId >= 23 && objId <= 70) || objId == 124;
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}
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// Safely calculates the VSWAP sprite index for standard decorations
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static int getSpriteIndex(int objId) {
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if (objId == 124) return 95; // Dead guard
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return objId - 21;
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}
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}
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@@ -1,3 +1,5 @@
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import 'dart:math' as math;
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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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@@ -12,12 +14,66 @@ abstract class Enemy extends Entity {
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super.lastActionTime,
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});
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// Every enemy must implement its own brain!
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// Decodes the Map ID to figure out which way the enemy is facing
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static double getInitialAngle(int objId) {
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int normalizedId = (objId - 108) % 36;
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int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
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switch (direction) {
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case 0:
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return 0.0;
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case 1:
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return 3 * math.pi / 2;
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case 2:
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return math.pi;
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case 3:
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return math.pi / 2;
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default:
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return 0.0;
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}
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}
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// The enemy can now check its own line of sight!
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bool hasLineOfSight(
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LinearCoordinates player,
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bool Function(int x, int y) isWalkable,
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) {
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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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// 1. FOV Check
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double angleToPlayer = math.atan2(dy, dx);
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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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if (diff.abs() > math.pi / 2) return false;
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// 2. Map Check
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double dirX = dx / distance;
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double dirY = dy / distance;
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double stepSize = 0.2;
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for (double i = 0; i < distance; i += stepSize) {
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int checkX = (x + dirX * i).toInt();
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int checkY = (y + dirY * i).toInt();
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if (!isWalkable(checkX, checkY)) return false;
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}
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return true;
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}
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// Update signature is cleaner now
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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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}
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@@ -18,17 +18,33 @@ class BrownGuard extends Enemy {
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state: EntityState.idle,
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);
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// Checks if a Map ID is a valid Brown Guard for the selected difficulty
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static bool isSpawnableForDifficulty(int objId, int difficultyLevel) {
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switch (difficultyLevel) {
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case 0:
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return objId >= 108 && objId <= 115;
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case 1:
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return objId >= 144 && objId <= 151;
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case 2:
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return objId >= 180 && objId <= 187;
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case 3:
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return objId >= 216 && objId <= 223;
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default:
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return false;
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}
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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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// Look how clean this is now:
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if (hasLineOfSight(player, isWalkable)) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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@@ -48,12 +64,8 @@ class BrownGuard extends Enemy {
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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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while (diff <= -math.pi) diff += 2 * math.pi;
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while (diff > math.pi) diff -= 2 * math.pi;
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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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@@ -61,7 +73,6 @@ class BrownGuard extends Enemy {
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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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@@ -70,33 +81,30 @@ class BrownGuard extends Enemy {
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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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// Clean call here too:
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if (hasLineOfSight(player, isWalkable)) {
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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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_hasFiredThisCycle = false;
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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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spriteIndex = 96;
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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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spriteIndex = 97;
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if (!_hasFiredThisCycle) {
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onDamagePlayer(10); // 10 damage per shot
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onDamagePlayer(10);
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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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spriteIndex = 98;
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} else {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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@@ -3,6 +3,7 @@ import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:flutter/scheduler.dart';
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import 'package:flutter/services.dart';
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import 'package:wolf_dart/classes/decorative.dart';
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import 'package:wolf_dart/classes/difficulty.dart';
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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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@@ -87,43 +88,31 @@ class _WolfRendererState extends State<WolfRenderer>
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case 22:
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playerAngle = math.pi;
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}
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}
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// NEW: Populate the Entities!
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else if (objId >= 23 && objId <= 70) {
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int calculatedSpriteIndex = objId - 21;
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if (calculatedSpriteIndex >= 0 &&
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calculatedSpriteIndex < gameMap.sprites.length) {
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} // 1. POPULATE DECORATIONS & DEAD BODIES
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else if (Decorative.isDecoration(objId)) {
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int spriteIdx = Decorative.getSpriteIndex(objId);
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if (spriteIdx >= 0 && spriteIdx < gameMap.sprites.length) {
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entities.add(
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Entity(
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Decorative(
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x: x + 0.5,
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y: y + 0.5,
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spriteIndex: calculatedSpriteIndex,
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state: EntityState.staticObj,
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spriteIndex: spriteIdx,
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mapId: objId,
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// NEW: Dynamically assign the state!
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state: objId == 124 ? EntityState.dead : EntityState.staticObj,
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),
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);
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}
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}
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// NEW: The Dead Guard (FIXED INDEX)
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else if (objId == 124) {
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if (95 < gameMap.sprites.length) {
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entities.add(
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Entity(
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x: x + 0.5,
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y: y + 0.5,
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spriteIndex: 95,
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state: EntityState.dead,
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mapId: objId,
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),
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);
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}
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} else if (_isGuardForDifficulty(objId)) {
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} else if (BrownGuard.isSpawnableForDifficulty(
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objId,
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widget.difficulty.level,
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)) {
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if (50 < gameMap.sprites.length) {
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entities.add(
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BrownGuard(
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x: x + 0.5,
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y: y + 0.5,
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angle: _getGuardAngle(objId),
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angle: Enemy.getInitialAngle(objId),
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mapId: objId,
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),
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);
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@@ -291,8 +280,7 @@ class _WolfRendererState extends State<WolfRenderer>
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elapsedMs: elapsed.inMilliseconds,
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player: player,
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isWalkable: _isWalkable,
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hasLineOfSight: _hasLineOfSight,
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onDamagePlayer: _takeDamage, // Pass the callback!
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onDamagePlayer: _takeDamage,
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);
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}
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}
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@@ -305,83 +293,6 @@ class _WolfRendererState extends State<WolfRenderer>
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setState(() {});
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}
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bool _isGuardForDifficulty(int objId) {
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switch (widget.difficulty.level) {
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case 0: // Baby
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return objId >= 108 && objId <= 115;
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case 1: // Easy
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return objId >= 144 && objId <= 151;
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case 2: // Normal
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return objId >= 180 && objId <= 187;
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case 3: // Hard
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return objId >= 216 && objId <= 223;
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default:
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return false;
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}
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}
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// Decodes the Map ID to figure out which way the guard is facing
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double _getGuardAngle(int objId) {
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// Normalizes the ID across the 4 difficulty tiers
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int normalizedId = (objId - 108) % 36;
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int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
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// Matches the player spawn angles you already set up
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switch (direction) {
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case 0:
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return 0.0; // East
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case 1:
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return 3 * math.pi / 2; // North
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case 2:
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return math.pi; // West
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case 3:
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return math.pi / 2; // South
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default:
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return 0.0;
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}
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}
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bool _hasLineOfSight(Entity guard) {
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double dx = player.x - guard.x;
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double dy = player.y - guard.y;
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double distance = math.sqrt(dx * dx + dy * dy);
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// 1. FOV Check (Are you in front of them?)
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double angleToPlayer = math.atan2(dy, dx);
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double diff = guard.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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// A standard guard FOV is about 180 degrees (90 degrees left/right)
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if (diff.abs() > math.pi / 2) {
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return false; // You are behind them!
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}
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// 2. Line of Sight Check (Are there walls in the way?)
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double dirX = dx / distance;
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double dirY = dy / distance;
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// Step along the ray in small increments to check for solid blocks
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double stepSize = 0.2;
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for (double i = 0; i < distance; i += stepSize) {
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int checkX = (guard.x + dirX * i).toInt();
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int checkY = (guard.y + dirY * i).toInt();
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// If we hit a solid wall or closed door, vision is blocked
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if (!_isWalkable(checkX, checkY)) {
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return false;
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}
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}
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// If we made it all the way to the player without hitting a wall...
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return true;
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}
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// A helper method to handle getting shot
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void _takeDamage(int damage) {
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playerHealth -= damage;
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