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wolf_dart/lib/features/entities/enemies/mutant.dart

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2.4 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';
class Mutant extends Enemy {
static const double speed = 0.04;
bool _hasFiredThisCycle = false;
static EnemyType get type => EnemyType.mutant;
Mutant({
required super.x,
required super.y,
required super.angle,
required super.mapId,
}) : super(
spriteIndex: type.spriteBaseIdx,
state: EntityState.idle,
) {
health = 45;
damage = 10;
}
@override
({Coordinate2D movement, double newAngle}) update({
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int damage) onDamagePlayer,
required void Function(int x, int y) tryOpenDoor,
}) {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
checkWakeUp(
elapsedMs: elapsedMs,
playerPosition: playerPosition,
isWalkable: isWalkable,
);
double distance = position.distanceTo(playerPosition);
double angleToPlayer = position.angleTo(playerPosition);
if (state != EntityState.idle && state != EntityState.dead) {
newAngle = angleToPlayer;
}
// Calculate angle diff for the octant logic
double diff = angleToPlayer - newAngle;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
EnemyAnimation currentAnim = switch (state) {
EntityState.patrolling => EnemyAnimation.walking,
EntityState.attacking => EnemyAnimation.attacking,
EntityState.pain => EnemyAnimation.pain,
EntityState.dead => isDying ? EnemyAnimation.dying : EnemyAnimation.dead,
_ => EnemyAnimation.idle,
};
spriteIndex = type.getSpriteFromAnimation(
animation: currentAnim,
elapsedMs: elapsedMs,
lastActionTime: lastActionTime,
angleDiff: diff,
);
if (state == EntityState.attacking) {
int time = elapsedMs - lastActionTime;
if (time >= 150 && !_hasFiredThisCycle) {
onDamagePlayer(damage);
_hasFiredThisCycle = true;
} else if (time >= 300) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
}
return (movement: movement, newAngle: newAngle);
}
}