Fixed pistol and knife sprites for retail. Added firing mechanism.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-13 20:53:00 +01:00
parent 029e90ea9d
commit d4d5a84bc4
7 changed files with 83 additions and 20 deletions

View File

@@ -120,14 +120,11 @@ class Player {
}
void fire(int currentTime) {
// Only spend ammo if the weapon isn't a knife
bool shotFired = currentWeapon.fire(currentTime, currentAmmo: ammo);
// If it was a gun (not a knife) and it fired, consume ammo
if (shotFired && currentWeapon is! Knife) {
ammo--;
}
// TODO: We'll add Raycast hit detection here next!
}
void updateWeapon(int currentTime) {

View File

@@ -16,16 +16,13 @@ abstract class Weapon {
required this.idleSprite,
required this.fireFrames,
required this.damage,
this.msPerFrame = 100, // Speed of animation
this.msPerFrame = 100,
});
int get currentSprite =>
state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
bool get isFiring => state == WeaponState.firing;
/// The main entry point for the player to use the gun.
/// Returns true if a bullet was actually spent.
/// Core firing logic. Returns true if a bullet was spent.
bool fire(int currentTime, {required int currentAmmo}) {
if (state == WeaponState.idle && currentAmmo > 0) {
state = WeaponState.firing;

View File

@@ -5,14 +5,13 @@ class Knife extends Weapon {
: super(
name: "Knife",
idleSprite: 416,
fireFrames: [417, 418, 419],
fireFrames: [417, 418, 419, 420],
damage: 15,
msPerFrame: 120,
);
@override
bool fire(int currentTime, {required int currentAmmo}) {
// Knife doesn't need ammo!
if (state == WeaponState.idle) {
state = WeaponState.firing;
frameIndex = 0;

View File

@@ -4,8 +4,8 @@ class Pistol extends Weapon {
Pistol()
: super(
name: "Pistol",
idleSprite: 408,
fireFrames: [409, 410, 411, 412],
idleSprite: 421,
fireFrames: [422, 423, 424, 425],
damage: 20,
);
}