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

@@ -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;