Files
wolf_dart/lib/features/weapon/weapon.dart
2026-03-14 15:34:27 +01:00

123 lines
3.2 KiB
Dart

import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
enum WeaponState { idle, firing }
enum WeaponType { knife, pistol, machineGun, chainGun }
abstract class Weapon {
final WeaponType type;
final int idleSprite;
final List<int> fireFrames;
final int damage;
final int msPerFrame;
final bool isAutomatic;
WeaponState state = WeaponState.idle;
int frameIndex = 0;
int lastFrameTime = 0;
bool _triggerReleased = true;
Weapon({
required this.type,
required this.idleSprite,
required this.fireFrames,
required this.damage,
this.msPerFrame = 100,
this.isAutomatic = true,
});
int get currentSprite =>
state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
void releaseTrigger() {
_triggerReleased = true;
}
bool fire(int currentTime, {required int currentAmmo}) {
if (state == WeaponState.idle && currentAmmo > 0) {
if (!isAutomatic && !_triggerReleased) return false;
state = WeaponState.firing;
frameIndex = 0;
lastFrameTime = currentTime;
_triggerReleased = false;
return true;
}
return false;
}
void update(int currentTime) {
if (state == WeaponState.firing) {
if (currentTime - lastFrameTime > msPerFrame) {
frameIndex++;
lastFrameTime = currentTime;
if (frameIndex >= fireFrames.length) {
state = WeaponState.idle;
frameIndex = 0;
}
}
}
}
// NEW: The weapon calculates its own hits and applies damage!
void performHitscan({
required double playerX,
required double playerY,
required double playerAngle,
required List<Entity> entities,
required bool Function(int x, int y) isWalkable,
required int currentTime,
required void Function(Enemy killedEnemy) onEnemyKilled,
}) {
Enemy? closestEnemy;
double minDistance = 15.0;
for (Entity entity in entities) {
if (entity is Enemy && entity.state != EntityState.dead) {
double dx = entity.x - playerX;
double dy = entity.y - playerY;
double angleToEnemy = math.atan2(dy, dx);
double angleDiff = playerAngle - angleToEnemy;
while (angleDiff <= -math.pi) {
angleDiff += 2 * math.pi;
}
while (angleDiff > math.pi) {
angleDiff -= 2 * math.pi;
}
double dist = math.sqrt(dx * dx + dy * dy);
double threshold = 0.2 / dist;
if (angleDiff.abs() < threshold) {
Coordinate2D source = Coordinate2D(playerX, playerY);
if (entity.hasLineOfSightFrom(
source,
playerAngle,
dist,
isWalkable,
)) {
if (dist < minDistance) {
minDistance = dist;
closestEnemy = entity;
}
}
}
}
}
if (closestEnemy != null) {
closestEnemy.takeDamage(damage, currentTime);
// If the shot was fatal, pass the enemy back so the Player class
// can calculate the correct score based on enemy type!
if (closestEnemy.state == EntityState.dead) {
onEnemyKilled(closestEnemy);
}
}
}
}