162 lines
4.2 KiB
Dart
162 lines
4.2 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 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
|
|
({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,
|
|
}) {
|
|
Coordinate2D movement = const Coordinate2D(0, 0);
|
|
double newAngle = angle;
|
|
|
|
// 1. Wake up logic
|
|
if (state == EntityState.idle &&
|
|
hasLineOfSight(playerPosition, isWalkable)) {
|
|
state = EntityState.patrolling;
|
|
lastActionTime = elapsedMs;
|
|
}
|
|
|
|
// 2. Pre-calculate spatial relations
|
|
double distance = position.distanceTo(playerPosition);
|
|
double angleToPlayer = position.angleTo(playerPosition);
|
|
|
|
if (state != EntityState.idle && state != EntityState.dead) {
|
|
newAngle = angleToPlayer;
|
|
}
|
|
|
|
// Calculate Octant for sprite direction
|
|
double diff = newAngle - 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:
|
|
if (distance > 0.8) {
|
|
// Calculate movement intent
|
|
movement =
|
|
Coordinate2D(math.cos(newAngle), math.sin(newAngle)) * speed;
|
|
}
|
|
|
|
int walkFrame = (elapsedMs ~/ 150) % 4;
|
|
spriteIndex = 58 + (walkFrame * 8) + octant;
|
|
|
|
if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
|
|
if (hasLineOfSight(playerPosition, 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); // DAMAGING PLAYER
|
|
_hasFiredThisCycle = true;
|
|
}
|
|
} else if (timeShooting < 450) {
|
|
spriteIndex = 98;
|
|
} else {
|
|
state = EntityState.patrolling;
|
|
lastActionTime = elapsedMs;
|
|
}
|
|
break;
|
|
|
|
case EntityState.pain:
|
|
spriteIndex = 94;
|
|
if (elapsedMs - lastActionTime > 250) {
|
|
state = EntityState.patrolling;
|
|
lastActionTime = elapsedMs;
|
|
}
|
|
break;
|
|
|
|
case EntityState.dead:
|
|
if (isDying) {
|
|
int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
|
|
if (deathFrame < 4) {
|
|
spriteIndex = 90 + deathFrame - 1;
|
|
} else {
|
|
spriteIndex = 95;
|
|
isDying = false;
|
|
}
|
|
} else {
|
|
spriteIndex = 95;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return (movement: movement, newAngle: newAngle);
|
|
}
|
|
}
|