Create a Decorative object class
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user