Adding more enemy types
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -20,15 +20,17 @@ class Dog extends Enemy {
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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 difficulty) {
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// The renderer already checked difficulty, so we just check the ID block!
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if (objId >= MapObject.dogStart && objId <= MapObject.dogStart + 17) {
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static Dog? trySpawn(int objId, double x, double y, Difficulty _) {
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// Dogs span 216 to 251.
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if (objId >= MapObject.dogStart && objId <= MapObject.dogStart + 35) {
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bool isPatrolling = objId >= MapObject.dogStart + 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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);
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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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@@ -61,8 +63,12 @@ class Dog extends Enemy {
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double diff = angleToPlayer - newAngle;
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while (diff <= -math.pi) diff += 2 * math.pi;
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while (diff > math.pi) diff -= 2 * math.pi;
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while (diff <= -math.pi) {
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diff += 2 * math.pi;
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}
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while (diff > math.pi) {
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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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@@ -92,13 +98,13 @@ class Dog extends Enemy {
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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.shooting;
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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.shooting:
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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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