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:
@@ -1,39 +1,25 @@
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:wolf_dart/classes/coordinate_2d.dart';
|
||||
import 'package:wolf_dart/features/difficulty/difficulty.dart';
|
||||
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
|
||||
import 'package:wolf_dart/features/entities/entity.dart';
|
||||
import 'package:wolf_dart/features/entities/map_objects.dart';
|
||||
|
||||
class Guard extends Enemy {
|
||||
static const double speed = 0.03;
|
||||
bool _hasFiredThisCycle = false;
|
||||
|
||||
static EnemyType get type => EnemyType.guard;
|
||||
|
||||
Guard({
|
||||
required super.x,
|
||||
required super.y,
|
||||
required super.angle,
|
||||
required super.mapId,
|
||||
}) : super(
|
||||
spriteIndex: EnemyType.guard.spriteBaseIdx,
|
||||
spriteIndex: type.spriteBaseIdx,
|
||||
state: EntityState.idle,
|
||||
);
|
||||
|
||||
static Guard? trySpawn(int objId, double x, double y, Difficulty _) {
|
||||
if (EnemyType.guard.claimsMapId(objId) && objId != 124 && objId != 125) {
|
||||
bool isPatrolling = objId >= EnemyType.guard.mapBaseId + 18;
|
||||
|
||||
return Guard(
|
||||
x: x,
|
||||
y: y,
|
||||
angle: MapObject.getAngle(objId),
|
||||
mapId: objId,
|
||||
)..state = isPatrolling ? EntityState.patrolling : EntityState.idle;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@override
|
||||
({Coordinate2D movement, double newAngle}) update({
|
||||
required int elapsedMs,
|
||||
@@ -58,9 +44,8 @@ class Guard extends Enemy {
|
||||
newAngle = angleToPlayer;
|
||||
}
|
||||
|
||||
// Octant logic (Directional sprites)
|
||||
// Calculate angle diff for the octant logic
|
||||
double diff = angleToPlayer - newAngle;
|
||||
|
||||
while (diff <= -math.pi) {
|
||||
diff += 2 * math.pi;
|
||||
}
|
||||
@@ -68,82 +53,32 @@ class Guard extends Enemy {
|
||||
diff -= 2 * math.pi;
|
||||
}
|
||||
|
||||
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
|
||||
if (octant < 0) octant += 8;
|
||||
// Helper to get sprite based on current state
|
||||
EnemyAnimation currentAnim = switch (state) {
|
||||
EntityState.patrolling => EnemyAnimation.walking,
|
||||
EntityState.attacking => EnemyAnimation.attacking,
|
||||
EntityState.pain => EnemyAnimation.pain,
|
||||
EntityState.dead => isDying ? EnemyAnimation.dying : EnemyAnimation.dead,
|
||||
_ => EnemyAnimation.idle,
|
||||
};
|
||||
|
||||
// 3. State Machine
|
||||
switch (state) {
|
||||
case EntityState.idle:
|
||||
spriteIndex = 50 + octant;
|
||||
break;
|
||||
spriteIndex = type.getSpriteFromAnimation(
|
||||
animation: currentAnim,
|
||||
elapsedMs: elapsedMs,
|
||||
lastActionTime: lastActionTime,
|
||||
angleDiff: diff,
|
||||
);
|
||||
|
||||
case EntityState.patrolling:
|
||||
if (distance > 0.8) {
|
||||
double moveX = math.cos(angleToPlayer) * speed;
|
||||
double moveY = math.sin(angleToPlayer) * speed;
|
||||
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
|
||||
|
||||
movement = getValidMovement(
|
||||
intendedMovement,
|
||||
isWalkable,
|
||||
tryOpenDoor,
|
||||
);
|
||||
}
|
||||
|
||||
int walkFrame = (elapsedMs ~/ 150) % 4;
|
||||
spriteIndex = 58 + (walkFrame * 8) + octant;
|
||||
|
||||
if (distance < 6.0 && elapsedMs - lastActionTime > 1500) {
|
||||
if (hasLineOfSight(playerPosition, isWalkable)) {
|
||||
state = EntityState.attacking;
|
||||
lastActionTime = elapsedMs;
|
||||
_hasFiredThisCycle = false;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case EntityState.attacking:
|
||||
int timeShooting = elapsedMs - lastActionTime;
|
||||
if (timeShooting < 150) {
|
||||
spriteIndex = 90; // Aiming
|
||||
} else if (timeShooting < 300) {
|
||||
spriteIndex = 91; // Firing
|
||||
if (!_hasFiredThisCycle) {
|
||||
onDamagePlayer(10);
|
||||
_hasFiredThisCycle = true;
|
||||
}
|
||||
} else if (timeShooting < 450) {
|
||||
spriteIndex = 90; // Recoil (back to aim pose)
|
||||
} else {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
break;
|
||||
|
||||
case EntityState.pain:
|
||||
spriteIndex = 92; // Ouch frame
|
||||
if (elapsedMs - lastActionTime > 250) {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
break;
|
||||
|
||||
case EntityState.dead:
|
||||
if (isDying) {
|
||||
int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
|
||||
if (deathFrame < 3) {
|
||||
spriteIndex = 93 + deathFrame; // Cycles 93, 94, 95
|
||||
} else {
|
||||
spriteIndex = 95; // Final dead frame
|
||||
isDying = false;
|
||||
}
|
||||
} else {
|
||||
spriteIndex = 95; // Final dead frame
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
// Logic triggers (Damage, State transitions)
|
||||
if (state == EntityState.attacking) {
|
||||
int time = elapsedMs - lastActionTime;
|
||||
if (time >= 150 && time < 300 && !_hasFiredThisCycle) {
|
||||
onDamagePlayer(10);
|
||||
_hasFiredThisCycle = true;
|
||||
} else if (time >= 450) {
|
||||
state = EntityState.patrolling;
|
||||
lastActionTime = elapsedMs;
|
||||
}
|
||||
}
|
||||
|
||||
return (movement: movement, newAngle: newAngle);
|
||||
|
||||
Reference in New Issue
Block a user