Files
wolf_dart/lib/features/entities/enemies/brown_guard.dart
2026-03-13 23:27:40 +01:00

166 lines
4.4 KiB
Dart

import 'dart:math' as math;
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.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(
// Default front-facing idle
spriteIndex: 50,
state: EntityState.idle,
);
static BrownGuard? trySpawn(
int objId,
double x,
double y,
int difficultyLevel,
) {
bool canSpawn = false;
switch (difficultyLevel) {
case 0:
canSpawn = objId >= 108 && objId <= 115;
break;
case 1:
canSpawn = objId >= 144 && objId <= 151;
break;
case 2:
canSpawn = objId >= 180 && objId <= 187;
break;
case 3:
canSpawn = objId >= 216 && objId <= 223;
break;
}
if (canSpawn) {
return BrownGuard(
x: x,
y: y,
angle: Enemy.getInitialAngle(objId),
mapId: objId,
);
}
return null; // Not a Brown Guard!
}
@override
@override
void update({
required int elapsedMs,
required LinearCoordinates player,
required bool Function(int x, int y) isWalkable,
required void Function(int damage) onDamagePlayer,
}) {
// 1. Wake up logic
if (state == EntityState.idle && hasLineOfSight(player, isWalkable)) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
// 2. Pre-calculate angles (needed for almost all states)
double dx = player.x - x;
double dy = player.y - y;
double distance = math.sqrt(dx * dx + dy * dy);
double angleToPlayer = math.atan2(dy, dx);
// Face the player if active
if (state != EntityState.idle && state != EntityState.dead) {
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;
// 3. State Machine
switch (state) {
case EntityState.idle:
spriteIndex = 50 + octant;
break;
case EntityState.patrolling:
// Movement
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;
}
// Animation
int walkFrame = (elapsedMs ~/ 150) % 4;
spriteIndex = 58 + (walkFrame * 8) + octant;
// Shooting transition
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
if (hasLineOfSight(player, isWalkable)) {
state = EntityState.shooting;
lastActionTime = elapsedMs;
_hasFiredThisCycle = false;
}
}
break;
case EntityState.shooting:
int timeShooting = elapsedMs - lastActionTime;
if (timeShooting < 150) {
spriteIndex = 96;
} else if (timeShooting < 300) {
spriteIndex = 97;
if (!_hasFiredThisCycle) {
onDamagePlayer(10);
_hasFiredThisCycle = true;
}
} else if (timeShooting < 450) {
spriteIndex = 98;
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
break;
case EntityState.pain:
spriteIndex = 90;
if (elapsedMs - lastActionTime > 250) {
// Slight delay
state = EntityState.patrolling;
lastActionTime = elapsedMs; // Reset so they don't immediately shoot
}
break;
case EntityState.dead:
if (isDying) {
// Use max(0, ...) to prevent negative numbers if currentTime is wonky
int timeSinceDeath = math.max(0, elapsedMs - lastActionTime);
int deathFrame = timeSinceDeath ~/ 150;
if (deathFrame < 4) {
spriteIndex = 91 + deathFrame;
} else {
spriteIndex = 95; // The final corpse
isDying = false; // Stop animating
}
} else {
spriteIndex = 95; // Keep showing the corpse
}
break;
default:
break;
}
}
}