Improved weapon switching
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -3,6 +3,7 @@ import 'dart:math' as math;
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/features/entities/collectible.dart';
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import 'package:wolf_dart/features/weapon/weapon.dart';
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import 'package:wolf_dart/features/weapon/weapons/chain_gun.dart';
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import 'package:wolf_dart/features/weapon/weapons/knife.dart';
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import 'package:wolf_dart/features/weapon/weapons/machine_gun.dart';
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import 'package:wolf_dart/features/weapon/weapons/pistol.dart';
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@@ -28,13 +29,15 @@ class Player {
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// Weapon System
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late Weapon currentWeapon;
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int currentWeaponIndex = 1; // Starts with Pistol (Index 1)
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// Fixed indices: 0 = Knife, 1 = Pistol, 2 = Machine Gun, 3 = Chain Gun
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final List<Weapon?> availableWeapons = [null, null, null, null];
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final Map<WeaponType, Weapon?> weapons = {
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WeaponType.knife: Knife(),
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WeaponType.pistol: Pistol(),
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WeaponType.machineGun: null,
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WeaponType.chainGun: null,
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};
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WeaponSwitchState switchState = WeaponSwitchState.idle;
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int? pendingWeaponIndex;
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WeaponType? pendingWeaponType;
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// 0.0 is resting, 500.0 is fully off-screen
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double weaponAnimOffset = 0.0;
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@@ -47,10 +50,7 @@ class Player {
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required this.y,
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required this.angle,
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}) {
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// Start with Knife and Pistol
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availableWeapons[0] = Knife();
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availableWeapons[1] = Pistol();
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currentWeapon = availableWeapons[1]!;
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currentWeapon = weapons[WeaponType.pistol]!;
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}
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// Helper getter to interface with the RaycasterPainter
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@@ -63,8 +63,10 @@ class Player {
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weaponAnimOffset += switchSpeed;
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if (weaponAnimOffset >= 500.0) {
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weaponAnimOffset = 500.0;
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currentWeaponIndex = pendingWeaponIndex!;
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currentWeapon = availableWeapons[currentWeaponIndex]!;
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// Grab the pending weapon from inventory, default to pistol if something goes wrong
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currentWeapon = weapons[pendingWeaponType ?? WeaponType.pistol]!;
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switchState = WeaponSwitchState.raising;
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}
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} else if (switchState == WeaponSwitchState.raising) {
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@@ -76,18 +78,14 @@ class Player {
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}
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}
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void requestWeaponSwitch(int index) {
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// Prevent switching if animating, firing, picking the same gun, or if slot is empty
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void requestWeaponSwitch(WeaponType weaponType) {
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if (switchState != WeaponSwitchState.idle) return;
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if (currentWeapon.state != WeaponState.idle) return;
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if (index == currentWeaponIndex) return;
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if (index < 0 || index >= availableWeapons.length) return;
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if (availableWeapons[index] == null) return;
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if (weaponType == currentWeapon.type) return;
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if (!weapons.containsKey(weaponType)) return;
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if (weaponType == WeaponType.knife && ammo <= 0) return;
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// Don't switch to a firearm if out of ammo
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if (index > 0 && ammo <= 0) return;
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pendingWeaponIndex = index;
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pendingWeaponType = weaponType;
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switchState = WeaponSwitchState.lowering;
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}
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@@ -138,8 +136,8 @@ class Player {
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addAmmo(8);
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// Auto-switch back to Pistol if holding Knife and just got ammo
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if (currentWeaponIndex == 0 && previousAmmo <= 0) {
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requestWeaponSwitch(1);
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if (currentWeapon is Knife && previousAmmo <= 0) {
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requestWeaponSwitch(WeaponType.pistol);
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}
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pickedUp = true;
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break;
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@@ -150,7 +148,6 @@ class Player {
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if (item.mapId == 54) score += 1000;
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if (item.mapId == 55) score += 5000;
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if (item.mapId == 56) {
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// 1-Up
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heal(100);
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addAmmo(25);
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}
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@@ -159,20 +156,17 @@ class Player {
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case CollectibleType.weapon:
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if (item.mapId == 50) {
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if (!hasMachineGun) {
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hasMachineGun = true;
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availableWeapons[2] = MachineGun();
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if (!weapons.containsKey(WeaponType.machineGun)) {
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weapons[WeaponType.machineGun] = MachineGun();
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}
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requestWeaponSwitch(2);
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requestWeaponSwitch(WeaponType.machineGun);
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pickedUp = true;
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}
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// Assuming mapId 51 is Chain Gun for later
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if (item.mapId == 51) {
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if (!hasChainGun) {
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hasChainGun = true;
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// availableWeapons[3] = ChainGun(); // Uncomment when you add the class
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if (!weapons.containsKey(WeaponType.chainGun)) {
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weapons[WeaponType.chainGun] = ChainGun();
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}
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requestWeaponSwitch(3);
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requestWeaponSwitch(WeaponType.chainGun);
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pickedUp = true;
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}
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break;
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@@ -187,17 +181,14 @@ class Player {
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}
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void fire(int currentTime) {
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if (switchState != WeaponSwitchState.idle) {
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return; // No shooting while switching
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}
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if (switchState != WeaponSwitchState.idle) return;
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bool shotFired = currentWeapon.fire(currentTime, currentAmmo: ammo);
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if (shotFired && currentWeaponIndex > 0) {
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// If it's a gun
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// Check currentWeapon.type
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if (shotFired && currentWeapon.type != WeaponType.knife) {
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ammo--;
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if (ammo <= 0) {
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// Auto-switch to knife when out of bullets
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requestWeaponSwitch(0);
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requestWeaponSwitch(WeaponType.knife);
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}
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}
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}
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