Break out spawnable entities and use a registry to spawn them.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 20:07:44 +01:00
parent 7835a6051e
commit bca8d10964
10 changed files with 110 additions and 52 deletions

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@@ -1,22 +0,0 @@
import 'package:wolf_dart/classes/entity.dart';
class Decorative extends Entity {
Decorative({
required super.x,
required super.y,
required super.spriteIndex,
required super.mapId,
super.state = EntityState.staticObj, // Defaults to static
});
// Checks if the Map ID belongs to a standard decoration
static bool isDecoration(int objId) {
return (objId >= 23 && objId <= 70) || objId == 124;
}
// Safely calculates the VSWAP sprite index for standard decorations
static int getSpriteIndex(int objId) {
if (objId == 124) return 95; // Dead guard
return objId - 21;
}
}

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@@ -1,12 +0,0 @@
enum Difficulty {
canIPlayDaddy(0, "Can I play, Daddy?"),
dontHurtMe(1, "Don't hurt me."),
bringEmOn(2, "Bring em' on!"),
iAmDeathIncarnate(3, "I am Death incarnate!"),
;
final String title;
final int level;
const Difficulty(this.level, this.title);
}

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@@ -1,79 +0,0 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/entity.dart';
import 'package:wolf_dart/classes/linear_coordinates.dart';
abstract class Enemy extends Entity {
Enemy({
required super.x,
required super.y,
required super.spriteIndex,
super.angle,
super.state,
super.mapId,
super.lastActionTime,
});
// Decodes the Map ID to figure out which way the enemy is facing
static double getInitialAngle(int objId) {
int normalizedId = (objId - 108) % 36;
int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
switch (direction) {
case 0:
return 0.0;
case 1:
return 3 * math.pi / 2;
case 2:
return math.pi;
case 3:
return math.pi / 2;
default:
return 0.0;
}
}
// The enemy can now check its own line of sight!
bool hasLineOfSight(
LinearCoordinates player,
bool Function(int x, int y) isWalkable,
) {
double dx = player.x - x;
double dy = player.y - y;
double distance = math.sqrt(dx * dx + dy * dy);
// 1. FOV Check
double angleToPlayer = math.atan2(dy, dx);
double diff = angle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
if (diff.abs() > math.pi / 2) return false;
// 2. Map Check
double dirX = dx / distance;
double dirY = dy / distance;
double stepSize = 0.2;
for (double i = 0; i < distance; i += stepSize) {
int checkX = (x + dirX * i).toInt();
int checkY = (y + dirY * i).toInt();
if (!isWalkable(checkX, checkY)) return false;
}
return true;
}
// Update signature is cleaner now
void update({
required int elapsedMs,
required LinearCoordinates player,
required bool Function(int x, int y) isWalkable,
required void Function(int damage) onDamagePlayer,
});
}

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@@ -1,21 +0,0 @@
enum EntityState { staticObj, idle, patrolling, shooting, pain, dead }
class Entity {
double x;
double y;
int spriteIndex;
double angle;
EntityState state;
int mapId;
int lastActionTime;
Entity({
required this.x,
required this.y,
required this.spriteIndex,
this.angle = 0.0,
this.state = EntityState.staticObj,
this.mapId = 0,
this.lastActionTime = 0,
});
}

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@@ -1 +0,0 @@
typedef Sprite = ({double x, double y, int spriteIndex});