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

View File

@@ -0,0 +1,12 @@
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);
}

View File

@@ -1,5 +1,5 @@
import 'package:flutter/material.dart';
import 'package:wolf_dart/classes/difficulty.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/renderer/renderer.dart';
class DifficultyScreen extends StatelessWidget {

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@@ -0,0 +1,42 @@
import 'package:wolf_dart/features/entities/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;
}
static Decorative? trySpawn(
int objId,
double x,
double y,
int difficultyLevel,
) {
if (isDecoration(objId)) {
return Decorative(
x: x,
y: y,
spriteIndex: getSpriteIndex(objId),
mapId: objId,
state: objId == 124 ? EntityState.dead : EntityState.staticObj,
);
}
// Not a decoration!
return null;
}
}

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@@ -1,8 +1,8 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/enemy.dart';
import 'package:wolf_dart/classes/entity.dart';
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
class BrownGuard extends Enemy {
static const double speed = 0.03;
@@ -14,24 +14,42 @@ class BrownGuard extends Enemy {
required super.angle,
required super.mapId,
}) : super(
spriteIndex: 50, // Default front-facing idle
// Default front-facing idle
spriteIndex: 50,
state: EntityState.idle,
);
// Checks if a Map ID is a valid Brown Guard for the selected difficulty
static bool isSpawnableForDifficulty(int objId, int difficultyLevel) {
static BrownGuard? trySpawn(
int objId,
double x,
double y,
int difficultyLevel,
) {
bool canSpawn = false;
switch (difficultyLevel) {
case 0:
return objId >= 108 && objId <= 115;
canSpawn = objId >= 108 && objId <= 115;
break;
case 1:
return objId >= 144 && objId <= 151;
canSpawn = objId >= 144 && objId <= 151;
break;
case 2:
return objId >= 180 && objId <= 187;
canSpawn = objId >= 180 && objId <= 187;
break;
case 3:
return objId >= 216 && objId <= 223;
default:
return false;
canSpawn = objId >= 216 && objId <= 223;
break;
}
if (canSpawn) {
return BrownGuard(
x: x,
y: y,
angle: Enemy.getInitialAngle(objId),
mapId: objId,
);
}
return null; // Not a Brown Guard!
}
@override
@@ -64,8 +82,12 @@ class BrownGuard extends Enemy {
}
double diff = angle - angleToPlayer;
while (diff <= -math.pi) diff += 2 * math.pi;
while (diff > math.pi) diff -= 2 * math.pi;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;

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@@ -0,0 +1,79 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/features/entities/entity.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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@@ -0,0 +1,21 @@
enum EntityState { staticObj, idle, patrolling, shooting, pain, dead }
abstract class Entity<T> {
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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@@ -0,0 +1,35 @@
import 'package:wolf_dart/features/entities/decorative.dart';
import 'package:wolf_dart/features/entities/enemies/brown_guard.dart';
import 'package:wolf_dart/features/entities/entity.dart';
typedef EntitySpawner =
Entity? Function(int objId, double x, double y, int difficultyLevel);
abstract class EntityRegistry {
// Add future enemies (SSGuard, Dog, etc.) to this list!
static final List<EntitySpawner> _spawners = [
Decorative.trySpawn,
BrownGuard.trySpawn,
];
static Entity? spawn(
int objId,
double x,
double y,
int difficultyLevel,
int maxSprites,
) {
for (final spawner in _spawners) {
Entity? entity = spawner(objId, x, y, difficultyLevel);
if (entity != null) {
// Safety bounds check for the VSWAP array
if (entity.spriteIndex >= 0 && entity.spriteIndex < maxSprites) {
return entity;
}
return null; // VSWAP doesn't have this sprite!
}
}
return null; // No class claimed this Map ID
}
}

View File

@@ -1,9 +1,9 @@
import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:wolf_dart/classes/entity.dart';
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/classes/matrix.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/renderer/color_palette.dart';
class RaycasterPainter extends CustomPainter {

View File

@@ -3,13 +3,12 @@ import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter/services.dart';
import 'package:wolf_dart/classes/decorative.dart';
import 'package:wolf_dart/classes/difficulty.dart';
import 'package:wolf_dart/classes/enemy.dart';
import 'package:wolf_dart/classes/entity.dart';
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/classes/matrix.dart';
import 'package:wolf_dart/features/enemies/brown_guard.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/entity_registry.dart';
import 'package:wolf_dart/features/map/wolf_map.dart';
import 'package:wolf_dart/features/renderer/raycast_painter.dart';
import 'package:wolf_dart/sprite_gallery.dart';
@@ -88,34 +87,17 @@ class _WolfRendererState extends State<WolfRenderer>
case 22:
playerAngle = math.pi;
}
} // 1. POPULATE DECORATIONS & DEAD BODIES
else if (Decorative.isDecoration(objId)) {
int spriteIdx = Decorative.getSpriteIndex(objId);
if (spriteIdx >= 0 && spriteIdx < gameMap.sprites.length) {
entities.add(
Decorative(
x: x + 0.5,
y: y + 0.5,
spriteIndex: spriteIdx,
mapId: objId,
// NEW: Dynamically assign the state!
state: objId == 124 ? EntityState.dead : EntityState.staticObj,
),
);
}
} else if (BrownGuard.isSpawnableForDifficulty(
objId,
widget.difficulty.level,
)) {
if (50 < gameMap.sprites.length) {
entities.add(
BrownGuard(
x: x + 0.5,
y: y + 0.5,
angle: Enemy.getInitialAngle(objId),
mapId: objId,
),
);
} else {
Entity? newEntity = EntityRegistry.spawn(
objId,
x + 0.5,
y + 0.5,
widget.difficulty.level,
gameMap.sprites.length,
);
if (newEntity != null) {
entities.add(newEntity);
}
}
}