Trying to figure out issue with sprites loading improperly. Broken, still.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -1,37 +1,26 @@
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import 'dart:math' as math;
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import 'package:wolf_dart/classes/coordinate_2d.dart';
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/entities/enemies/enemy.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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import 'package:wolf_dart/features/entities/map_objects.dart'; // NEW
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class Dog extends Enemy {
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static const double speed = 0.05;
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bool _hasBittenThisCycle = false;
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static EnemyType get type => EnemyType.dog;
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Dog({
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required super.x,
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required super.y,
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required super.angle,
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required super.mapId,
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}) : super(
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spriteIndex: EnemyType.dog.spriteBaseIdx,
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spriteIndex: type.spriteBaseIdx,
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state: EntityState.idle,
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);
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static Dog? trySpawn(int objId, double x, double y, Difficulty _) {
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if (EnemyType.dog.claimsMapId(objId)) {
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bool isPatrolling = objId >= EnemyType.dog.mapBaseId + 18;
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return Dog(
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x: x,
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y: y,
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angle: MapObject.getAngle(objId),
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mapId: objId,
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)..state = isPatrolling ? EntityState.patrolling : EntityState.idle;
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}
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return null;
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) {
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health = 1;
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damage = 5;
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}
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@override
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@@ -39,8 +28,8 @@ class Dog extends Enemy {
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required int elapsedMs,
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required Coordinate2D playerPosition,
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required bool Function(int x, int y) isWalkable,
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required void Function(int x, int y) tryOpenDoor,
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required void Function(int damage) onDamagePlayer,
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required void Function(int x, int y) tryOpenDoor,
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}) {
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Coordinate2D movement = const Coordinate2D(0, 0);
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double newAngle = angle;
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@@ -49,8 +38,6 @@ class Dog extends Enemy {
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elapsedMs: elapsedMs,
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playerPosition: playerPosition,
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isWalkable: isWalkable,
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baseReactionMs: 100,
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reactionVarianceMs: 200,
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);
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double distance = position.distanceTo(playerPosition);
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@@ -61,7 +48,6 @@ class Dog extends Enemy {
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}
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double diff = angleToPlayer - newAngle;
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while (diff <= -math.pi) {
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diff += 2 * math.pi;
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}
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@@ -69,72 +55,35 @@ class Dog extends Enemy {
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diff -= 2 * math.pi;
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}
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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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EnemyAnimation currentAnim = switch (state) {
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EntityState.patrolling => EnemyAnimation.walking,
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EntityState.attacking => EnemyAnimation.attacking,
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EntityState.dead => isDying ? EnemyAnimation.dying : EnemyAnimation.dead,
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_ => EnemyAnimation.idle,
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};
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// 3. Clean State Machine
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switch (state) {
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case EntityState.idle:
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spriteIndex = 99 + octant;
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break;
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spriteIndex = type.getSpriteFromAnimation(
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animation: currentAnim,
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elapsedMs: elapsedMs,
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lastActionTime: lastActionTime,
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angleDiff: diff,
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);
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case EntityState.patrolling:
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if (distance > 0.8) {
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// UPGRADED: Smooth vector movement instead of grid-snapping
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double moveX = math.cos(angleToPlayer) * speed;
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double moveY = math.sin(angleToPlayer) * speed;
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if (state == EntityState.patrolling && distance < 1.0) {
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state = EntityState.attacking;
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lastActionTime = elapsedMs;
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_hasBittenThisCycle = false;
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}
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Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
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movement = getValidMovement(
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intendedMovement,
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isWalkable,
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tryOpenDoor,
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);
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}
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int walkFrame = (elapsedMs ~/ 100) % 4;
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spriteIndex = 107 + (walkFrame * 8) + octant;
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if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
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state = EntityState.attacking;
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lastActionTime = elapsedMs;
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_hasBittenThisCycle = false;
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}
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break;
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case EntityState.attacking:
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int timeAttacking = elapsedMs - lastActionTime;
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if (timeAttacking < 200) {
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spriteIndex = 139;
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if (!_hasBittenThisCycle) {
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onDamagePlayer(5);
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_hasBittenThisCycle = true;
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}
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} else {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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break;
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// Make sure dogs have a death state so they don't stay standing!
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case EntityState.dead:
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if (isDying) {
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int deathFrame = (elapsedMs - lastActionTime) ~/ 100;
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if (deathFrame < 4) {
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spriteIndex =
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140 + deathFrame; // Dog death frames usually start here
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} else {
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spriteIndex = 143; // Dead dog on floor
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isDying = false;
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}
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} else {
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spriteIndex = 143;
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}
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break;
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default:
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break;
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if (state == EntityState.attacking) {
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int time = elapsedMs - lastActionTime;
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if (time >= 200 && !_hasBittenThisCycle) {
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onDamagePlayer(damage);
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_hasBittenThisCycle = true;
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} else if (time >= 400) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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}
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return (movement: movement, newAngle: newAngle);
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