154 lines
3.8 KiB
Dart
154 lines
3.8 KiB
Dart
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/player/weapon.dart';
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import 'package:wolf_dart/features/player/weapons/knife.dart';
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import 'package:wolf_dart/features/player/weapons/machine_gun.dart';
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import 'package:wolf_dart/features/player/weapons/pistol.dart';
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class Player {
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// Spatial
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double x;
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double y;
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double angle;
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// Stats
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int health = 100;
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int ammo = 8;
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int score = 0;
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// Inventory
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bool hasGoldKey = false;
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bool hasSilverKey = false;
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bool hasMachineGun = false;
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bool hasChainGun = false;
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// Weapon
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late Weapon currentWeapon;
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final List<Weapon> availableWeapons = [];
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Player({
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required this.x,
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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.add(Knife());
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availableWeapons.add(Pistol());
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currentWeapon = availableWeapons[1];
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}
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// Helper getter to interface with the RaycasterPainter
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LinearCoordinates get position => (x: x, y: y);
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// Helper methods to keep state manipulation safe
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void takeDamage(int damage) {
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health = math.max(0, health - damage);
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if (health <= 0) {
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print("YOU DIED!");
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} else {
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print("Ouch! ($health)");
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}
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}
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void heal(int amount) {
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final int newHealth = math.min(100, health + amount);
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if (health < 100) {
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print("Feelin' better. ($newHealth)");
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}
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health = newHealth;
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}
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void addAmmo(int amount) {
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final int newAmmo = math.min(99, ammo + amount);
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if (ammo < 99) {
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print("Hell yeah. ($newAmmo)");
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}
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ammo = newAmmo;
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}
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bool tryPickup(Collectible item) {
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bool pickedUp = false;
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switch (item.type) {
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case CollectibleType.health:
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if (health >= 100) return false;
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// Map IDs 47 (Dog Food) and 48 (Medkit)
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heal(item.mapId == 47 ? 4 : 25);
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pickedUp = true;
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break;
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case CollectibleType.ammo:
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if (ammo >= 99) return false;
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addAmmo(8);
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pickedUp = true;
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break;
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case CollectibleType.treasure:
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// Score values for Cross (52), Chalice (53), Chest (54), Crown (55)
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if (item.mapId == 52) score += 100;
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if (item.mapId == 53) score += 500;
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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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pickedUp = true;
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break;
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case CollectibleType.weapon:
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if (item.mapId == 50) hasMachineGun = true;
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if (item.mapId == 51) hasChainGun = true;
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pickedUp = true;
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break;
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case CollectibleType.key:
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if (item.mapId == 43) hasGoldKey = true;
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if (item.mapId == 44) hasSilverKey = true;
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pickedUp = true;
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break;
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}
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return pickedUp;
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}
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void fire(int currentTime) {
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// Only spend ammo if the weapon isn't a knife
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bool shotFired = currentWeapon.fire(currentTime, currentAmmo: ammo);
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if (shotFired && currentWeapon is! Knife) {
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ammo--;
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}
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}
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/// Returns true only on the specific frame where the hit should be calculated
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bool updateWeapon(int currentTime) {
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int oldFrame = currentWeapon.frameIndex;
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currentWeapon.update(currentTime);
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// In your Pistol (Indices 212-215), Index 213 is the flash.
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// This translates to frameIndex == 1 in our fireFrames list.
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if (currentWeapon.state == WeaponState.firing &&
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oldFrame == 0 &&
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currentWeapon.frameIndex == 1) {
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return true;
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}
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return false;
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}
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// Logic to switch weapons (e.g., picking up the Machine Gun)
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void equipBestWeapon() {
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if (hasChainGun) {
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/* set chain gun */
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} else if (hasMachineGun) {
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currentWeapon = MachineGun();
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}
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}
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}
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