@@ -61,12 +61,10 @@ abstract class Enemy extends Entity {
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Coordinate2D playerPosition,
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bool Function(int x, int y) isWalkable,
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) {
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double dx = playerPosition.x - x;
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double dy = playerPosition.y - y;
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double distance = math.sqrt(dx * dx + dy * dy);
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double distance = position.distanceTo(playerPosition);
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// 1. FOV Check
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double angleToPlayer = math.atan2(dy, dx);
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double angleToPlayer = position.angleTo(playerPosition);
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double diff = angle - angleToPlayer;
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while (diff <= -math.pi) {
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@@ -79,14 +77,12 @@ abstract class Enemy extends Entity {
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if (diff.abs() > math.pi / 2) return false;
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// 2. Map Check
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double dirX = dx / distance;
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double dirY = dy / distance;
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Coordinate2D dir = (playerPosition - position).normalized;
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double stepSize = 0.2;
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for (double i = 0; i < distance; i += stepSize) {
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int checkX = (x + dirX * i).toInt();
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int checkY = (y + dirY * i).toInt();
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if (!isWalkable(checkX, checkY)) return false;
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for (double i = 0; i < distance; i += stepSize) {
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Coordinate2D checkPos = position + (dir * i);
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if (!isWalkable(checkPos.x.toInt(), checkPos.y.toInt())) return false;
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}
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return true;
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@@ -1,3 +1,5 @@
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import 'package:wolf_dart/classes/coordinate_2d.dart';
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enum EntityState { staticObj, idle, patrolling, shooting, pain, dead }
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abstract class Entity<T> {
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@@ -18,4 +20,6 @@ abstract class Entity<T> {
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this.mapId = 0,
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this.lastActionTime = 0,
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});
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Coordinate2D get position => Coordinate2D(x, y);
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}
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@@ -151,15 +151,12 @@ class _WolfRendererState extends State<WolfRenderer>
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for (int y = 0; y < currentLevel.length; y++) {
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for (int x = 0; x < currentLevel[y].length; x++) {
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if (currentLevel[y][x] == 0) {
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double safeX = x + 0.5;
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double safeY = y + 0.5;
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double dist = math.sqrt(
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math.pow(safeX - player.x, 2) + math.pow(safeY - player.y, 2),
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);
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Coordinate2D safeSpot = Coordinate2D(x + 0.5, y + 0.5);
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double dist = safeSpot.distanceTo(player.position);
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if (dist < shortestDist) {
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shortestDist = dist;
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nearestSafeSpot = Coordinate2D(safeX, safeY);
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nearestSafeSpot = safeSpot;
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}
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}
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}
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@@ -180,13 +177,13 @@ class _WolfRendererState extends State<WolfRenderer>
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// --- ORCHESTRATOR ---
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void _tick(Duration elapsed) {
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// 1. Process intentions and receive movement vectors
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final movement = _processInputs(elapsed);
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final inputResult = _processInputs(elapsed);
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||||
doorManager.update(elapsed);
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// 2. Explicit State Updates
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player.updateWeaponSwitch();
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_applyMovementAndCollision(movement.x, movement.y);
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_applyMovementAndCollision(inputResult.movement.x, inputResult.movement.y);
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_updateEntities(elapsed);
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||||
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||||
// Explicit reassignment from a pure(r) function
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@@ -208,14 +205,15 @@ class _WolfRendererState extends State<WolfRenderer>
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||||
damageFlashOpacity = 0.5;
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||||
}
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||||
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||||
// Returns movement deltas instead of modifying class variables
|
||||
Coordinate2D _processInputs(Duration elapsed) {
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||||
// Returns a Record containing both movement delta and rotation delta
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||||
({Coordinate2D movement, double dAngle}) _processInputs(Duration elapsed) {
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||||
inputManager.update();
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||||
|
||||
const double moveSpeed = 0.16;
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||||
const double turnSpeed = 0.12;
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||||
double dx = 0;
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||||
double dy = 0;
|
||||
|
||||
Coordinate2D movement = const Coordinate2D(0, 0);
|
||||
double dAngle = 0.0;
|
||||
|
||||
if (inputManager.requestedWeapon != null) {
|
||||
player.requestWeaponSwitch(inputManager.requestedWeapon!);
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||||
@@ -225,21 +223,23 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
player.fire(elapsed.inMilliseconds);
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||||
}
|
||||
|
||||
// Calculate intended rotation
|
||||
if (inputManager.isTurningLeft) dAngle -= turnSpeed;
|
||||
if (inputManager.isTurningRight) dAngle += turnSpeed;
|
||||
|
||||
// Calculate intended movement based on CURRENT angle
|
||||
Coordinate2D forwardVec = Coordinate2D(
|
||||
math.cos(player.angle),
|
||||
math.sin(player.angle),
|
||||
);
|
||||
|
||||
if (inputManager.isMovingForward) {
|
||||
dx += math.cos(player.angle) * moveSpeed;
|
||||
dy += math.sin(player.angle) * moveSpeed;
|
||||
movement += forwardVec * moveSpeed;
|
||||
}
|
||||
if (inputManager.isMovingBackward) {
|
||||
dx -= math.cos(player.angle) * moveSpeed;
|
||||
dy -= math.sin(player.angle) * moveSpeed;
|
||||
movement -= forwardVec * moveSpeed;
|
||||
}
|
||||
|
||||
if (inputManager.isTurningLeft) player.angle -= turnSpeed;
|
||||
if (inputManager.isTurningRight) player.angle += turnSpeed;
|
||||
|
||||
if (player.angle < 0) player.angle += 2 * math.pi;
|
||||
if (player.angle > 2 * math.pi) player.angle -= 2 * math.pi;
|
||||
|
||||
if (inputManager.isInteracting) {
|
||||
doorManager.handleInteraction(
|
||||
player.x,
|
||||
@@ -248,7 +248,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
);
|
||||
}
|
||||
|
||||
return Coordinate2D(dx, dy);
|
||||
return (movement: movement, dAngle: dAngle);
|
||||
}
|
||||
|
||||
// Now receives dx and dy explicitly
|
||||
@@ -282,11 +282,7 @@ class _WolfRendererState extends State<WolfRenderer>
|
||||
onDamagePlayer: _takeDamage,
|
||||
);
|
||||
} else if (entity is Collectible) {
|
||||
double dx = player.x - entity.x;
|
||||
double dy = player.y - entity.y;
|
||||
double dist = math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (dist < 0.5) {
|
||||
if (player.position.distanceTo(entity.position) < 0.5) {
|
||||
if (player.tryPickup(entity)) {
|
||||
itemsToRemove.add(entity);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user