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wolf_dart/lib/features/enemies/brown_guard.dart

108 lines
3.2 KiB
Dart

import 'dart:math' as math;
import 'package:wolf_dart/classes/enemy.dart';
import 'package:wolf_dart/classes/entity.dart';
import 'package:wolf_dart/classes/linear_coordinates.dart';
class BrownGuard extends Enemy {
static const double speed = 0.03;
bool _hasFiredThisCycle = false;
BrownGuard({
required super.x,
required super.y,
required super.angle,
required super.mapId,
}) : super(
spriteIndex: 50, // Default front-facing idle
state: EntityState.idle,
);
@override
void update({
required int elapsedMs,
required LinearCoordinates player,
required bool Function(int x, int y) isWalkable,
required bool Function(Entity entity) hasLineOfSight,
required void Function(int damage) onDamagePlayer,
}) {
// 1. Wake up if the player is spotted!
if (state == EntityState.idle) {
if (hasLineOfSight(this)) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
}
// 2. State-based Logic & Animation
if (state == EntityState.idle ||
state == EntityState.patrolling ||
state == EntityState.shooting) {
double dx = player.x - x;
double dy = player.y - y;
double distance = math.sqrt(dx * dx + dy * dy);
double angleToPlayer = math.atan2(dy, dx);
if (state == EntityState.patrolling || state == EntityState.shooting) {
angle = angleToPlayer;
}
double diff = angle - angleToPlayer;
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;
if (state == EntityState.idle) {
spriteIndex = 50 + octant;
} else if (state == EntityState.patrolling) {
// A. Move towards the player
if (distance > 0.8) {
double moveX = x + math.cos(angle) * speed;
double moveY = y + math.sin(angle) * speed;
if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
}
// B. Animate the walk cycle
int walkFrame = (elapsedMs ~/ 150) % 4;
spriteIndex = 58 + (walkFrame * 8) + octant;
// C. Decide to shoot!
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
if (hasLineOfSight(this)) {
state = EntityState.shooting;
lastActionTime = elapsedMs;
_hasFiredThisCycle = false; // Arm the weapon
}
}
} else if (state == EntityState.shooting) {
int timeShooting = elapsedMs - lastActionTime;
if (timeShooting < 150) {
spriteIndex = 96; // Aiming
} else if (timeShooting < 300) {
spriteIndex = 97; // BANG!
// DEAL DAMAGE ONCE!
if (!_hasFiredThisCycle) {
onDamagePlayer(10); // 10 damage per shot
_hasFiredThisCycle = true;
}
} else if (timeShooting < 450) {
spriteIndex = 98; // Recoil
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
}
}
}
}