Added guard attack

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 19:35:00 +01:00
parent 1eb5b21a5c
commit 7a0143cb80
2 changed files with 48 additions and 24 deletions

View File

@@ -7,6 +7,7 @@ class Entity {
double angle;
EntityState state;
int mapId;
int lastActionTime;
Entity({
required this.x,
@@ -15,5 +16,6 @@ class Entity {
this.angle = 0.0,
this.state = EntityState.staticObj,
this.mapId = 0,
this.lastActionTime = 0,
});
}

View File

@@ -282,65 +282,87 @@ class _WolfRendererState extends State<WolfRenderer>
_spaceWasPressed = isSpacePressed;
// --- 4. UPDATE ENTITY LOGIC ---
const double enemySpeed = 0.03; // Slightly slower than the player
const double enemySpeed = 0.03;
for (Entity entity in entities) {
// 1. Wake up if the player is spotted!
if (entity.state == EntityState.idle) {
if (_hasLineOfSight(entity)) {
entity.state = EntityState.patrolling;
entity.lastActionTime =
elapsed.inMilliseconds; // Start the attack timer
}
}
// 2. State-based Logic & Animation
if (entity.state == EntityState.idle ||
entity.state == EntityState.patrolling) {
entity.state == EntityState.patrolling ||
entity.state == EntityState.shooting) {
// NEW: Include shooting state
double dx = player.x - entity.x;
double dy = player.y - entity.y;
double distance = math.sqrt(dx * dx + dy * dy);
double angleToPlayer = math.atan2(dy, dx);
// If patrolling, force the guard to turn and face the player
if (entity.state == EntityState.patrolling) {
// If patrolling or shooting, force the guard to face the player
if (entity.state == EntityState.patrolling ||
entity.state == EntityState.shooting) {
entity.angle = angleToPlayer;
}
// Calculate the octant for the 8-directional sprites
// Calculate the octant for the 8-directional sprites (used for idle/patrol)
double diff = entity.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;
if (entity.state == EntityState.idle) {
// Standing still
entity.spriteIndex = 50 + octant;
} else if (entity.state == EntityState.patrolling) {
// A. Move towards the player (stop if they get too close)
// A. Move towards the player
if (distance > 0.8) {
double moveX = entity.x + math.cos(entity.angle) * enemySpeed;
double moveY = entity.y + math.sin(entity.angle) * enemySpeed;
// Basic collision so they slide along walls instead of phasing through
if (_isWalkable(moveX.toInt(), entity.y.toInt())) {
entity.x = moveX;
}
if (_isWalkable(entity.x.toInt(), moveY.toInt())) {
entity.y = moveY;
}
if (_isWalkable(moveX.toInt(), entity.y.toInt())) entity.x = moveX;
if (_isWalkable(entity.x.toInt(), moveY.toInt())) entity.y = moveY;
}
// B. Animate the walk cycle (4 steps)
// We use the elapsed time to change the frame every 150ms
// B. Animate the walk cycle
int walkFrame = (elapsed.inMilliseconds ~/ 150) % 4;
// Frames start at 58. Each of the 4 walk steps has 8 directional sprites.
entity.spriteIndex = 58 + (walkFrame * 8) + octant;
// C. Decide to shoot!
// If close enough (distance < 5.0) AND 2 seconds have passed since last action
if (distance < 5.0 &&
elapsed.inMilliseconds - entity.lastActionTime > 2000) {
if (_hasLineOfSight(entity)) {
entity.state = EntityState.shooting;
entity.lastActionTime =
elapsed.inMilliseconds; // Reset timer for the animation
}
}
}
// NEW: The Attack Sequence!
else if (entity.state == EntityState.shooting) {
// Calculate exactly how many milliseconds we've been shooting
int timeShooting = elapsed.inMilliseconds - entity.lastActionTime;
if (timeShooting < 150) {
entity.spriteIndex = 96; // Aiming
} else if (timeShooting < 300) {
entity.spriteIndex = 97; // BANG! (Muzzle flash)
} else if (timeShooting < 450) {
entity.spriteIndex = 98; // Recoil
} else {
// Done shooting! Go back to chasing.
entity.state = EntityState.patrolling;
entity.lastActionTime =
elapsed.inMilliseconds; // Reset cooldown timer
}
}
}
}