143 lines
3.9 KiB
Dart
143 lines
3.9 KiB
Dart
import 'dart:math' as math;
|
|
|
|
import 'package:wolf_dart/classes/coordinate_2d.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/map_objects.dart'; // NEW
|
|
|
|
class Dog extends Enemy {
|
|
static const double speed = 0.05;
|
|
bool _hasBittenThisCycle = false;
|
|
|
|
Dog({
|
|
required super.x,
|
|
required super.y,
|
|
required super.angle,
|
|
required super.mapId,
|
|
}) : super(
|
|
spriteIndex: EnemyType.dog.spriteBaseIdx,
|
|
state: EntityState.idle,
|
|
);
|
|
|
|
static Dog? trySpawn(int objId, double x, double y, Difficulty _) {
|
|
if (EnemyType.dog.claimsMapId(objId)) {
|
|
bool isPatrolling = objId >= EnemyType.dog.mapBaseId + 18;
|
|
|
|
return Dog(
|
|
x: x,
|
|
y: y,
|
|
angle: MapObject.getAngle(objId),
|
|
mapId: objId,
|
|
)..state = isPatrolling ? EntityState.patrolling : EntityState.idle;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
@override
|
|
({Coordinate2D movement, double newAngle}) update({
|
|
required int elapsedMs,
|
|
required Coordinate2D playerPosition,
|
|
required bool Function(int x, int y) isWalkable,
|
|
required void Function(int x, int y) tryOpenDoor,
|
|
required void Function(int damage) onDamagePlayer,
|
|
}) {
|
|
Coordinate2D movement = const Coordinate2D(0, 0);
|
|
double newAngle = angle;
|
|
|
|
checkWakeUp(
|
|
elapsedMs: elapsedMs,
|
|
playerPosition: playerPosition,
|
|
isWalkable: isWalkable,
|
|
baseReactionMs: 100,
|
|
reactionVarianceMs: 200,
|
|
);
|
|
|
|
double distance = position.distanceTo(playerPosition);
|
|
double angleToPlayer = position.angleTo(playerPosition);
|
|
|
|
if (state != EntityState.idle && state != EntityState.dead) {
|
|
newAngle = angleToPlayer;
|
|
}
|
|
|
|
double diff = angleToPlayer - newAngle;
|
|
|
|
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;
|
|
|
|
// 3. Clean State Machine
|
|
switch (state) {
|
|
case EntityState.idle:
|
|
spriteIndex = 99 + octant;
|
|
break;
|
|
|
|
case EntityState.patrolling:
|
|
if (distance > 0.8) {
|
|
// UPGRADED: Smooth vector movement instead of grid-snapping
|
|
double moveX = math.cos(angleToPlayer) * speed;
|
|
double moveY = math.sin(angleToPlayer) * speed;
|
|
|
|
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
|
|
|
|
movement = getValidMovement(
|
|
intendedMovement,
|
|
isWalkable,
|
|
tryOpenDoor,
|
|
);
|
|
}
|
|
|
|
int walkFrame = (elapsedMs ~/ 100) % 4;
|
|
spriteIndex = 107 + (walkFrame * 8) + octant;
|
|
|
|
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
|
|
state = EntityState.attacking;
|
|
lastActionTime = elapsedMs;
|
|
_hasBittenThisCycle = false;
|
|
}
|
|
break;
|
|
|
|
case EntityState.attacking:
|
|
int timeAttacking = elapsedMs - lastActionTime;
|
|
if (timeAttacking < 200) {
|
|
spriteIndex = 139;
|
|
if (!_hasBittenThisCycle) {
|
|
onDamagePlayer(5);
|
|
_hasBittenThisCycle = true;
|
|
}
|
|
} else {
|
|
state = EntityState.patrolling;
|
|
lastActionTime = elapsedMs;
|
|
}
|
|
break;
|
|
|
|
// Make sure dogs have a death state so they don't stay standing!
|
|
case EntityState.dead:
|
|
if (isDying) {
|
|
int deathFrame = (elapsedMs - lastActionTime) ~/ 100;
|
|
if (deathFrame < 4) {
|
|
spriteIndex =
|
|
140 + deathFrame; // Dog death frames usually start here
|
|
} else {
|
|
spriteIndex = 143; // Dead dog on floor
|
|
isDying = false;
|
|
}
|
|
} else {
|
|
spriteIndex = 143;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return (movement: movement, newAngle: newAngle);
|
|
}
|
|
}
|