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wolf_dart/lib/features/player/player.dart

262 lines
7.4 KiB
Dart

import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/entities/collectible.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/map_objects.dart';
import 'package:wolf_dart/features/weapon/weapon.dart';
import 'package:wolf_dart/features/weapon/weapons/chain_gun.dart';
import 'package:wolf_dart/features/weapon/weapons/knife.dart';
import 'package:wolf_dart/features/weapon/weapons/machine_gun.dart';
import 'package:wolf_dart/features/weapon/weapons/pistol.dart';
enum WeaponSwitchState { idle, lowering, raising }
class Player {
// Spatial
double x;
double y;
double angle;
// Stats
int health = 100;
int ammo = 8;
int score = 0;
// Inventory
bool hasGoldKey = false;
bool hasSilverKey = false;
bool hasMachineGun = false;
bool hasChainGun = false;
// Weapon System
late Weapon currentWeapon;
final Map<WeaponType, Weapon?> weapons = {
WeaponType.knife: Knife(),
WeaponType.pistol: Pistol(),
WeaponType.machineGun: null,
WeaponType.chainGun: null,
};
WeaponSwitchState switchState = WeaponSwitchState.idle;
WeaponType? pendingWeaponType;
// 0.0 is resting, 500.0 is fully off-screen
double weaponAnimOffset = 0.0;
// How fast the weapon drops/raises per tick
final double switchSpeed = 30.0;
Player({
required this.x,
required this.y,
required this.angle,
}) {
currentWeapon = weapons[WeaponType.pistol]!;
}
// Helper getter to interface with the RaycasterPainter
Coordinate2D get position => Coordinate2D(x, y);
// --- Weapon Switching & Animation Logic ---
void updateWeaponSwitch() {
if (switchState == WeaponSwitchState.lowering) {
// If the map doesn't contain the pending weapon, stop immediately
if (weapons[pendingWeaponType] == null) {
switchState = WeaponSwitchState.idle;
return;
}
weaponAnimOffset += switchSpeed;
if (weaponAnimOffset >= 500.0) {
weaponAnimOffset = 500.0;
// We already know it's not null now, but we can keep the
// fallback to pistol just to be extra safe.
currentWeapon = weapons[pendingWeaponType]!;
switchState = WeaponSwitchState.raising;
}
} else if (switchState == WeaponSwitchState.raising) {
weaponAnimOffset -= switchSpeed;
if (weaponAnimOffset <= 0) {
weaponAnimOffset = 0.0;
switchState = WeaponSwitchState.idle;
}
}
}
void requestWeaponSwitch(WeaponType weaponType) {
if (switchState != WeaponSwitchState.idle) return;
if (currentWeapon.state != WeaponState.idle) return;
if (weaponType == currentWeapon.type) return;
if (!weapons.containsKey(weaponType)) return;
if (weaponType != WeaponType.knife && ammo <= 0) return;
pendingWeaponType = weaponType;
switchState = WeaponSwitchState.lowering;
}
// --- Health & Damage ---
void takeDamage(int damage) {
health = math.max(0, health - damage);
if (health <= 0) {
print("YOU DIED!");
} else {
print("Ouch! ($health)");
}
}
void heal(int amount) {
final int newHealth = math.min(100, health + amount);
if (health < 100) {
print("Feelin' better. ($newHealth)");
}
health = newHealth;
}
void addAmmo(int amount) {
final int newAmmo = math.min(99, ammo + amount);
if (ammo < 99) {
print("Hell yeah. ($newAmmo)");
}
ammo = newAmmo;
}
bool tryPickup(Collectible item) {
bool pickedUp = false;
switch (item.type) {
case CollectibleType.health:
if (health >= 100) return false;
heal(item.mapId == MapObject.dogFoodDecoration ? 4 : 25);
pickedUp = true;
break;
case CollectibleType.ammo:
if (ammo >= 99) return false;
int previousAmmo = ammo;
addAmmo(8);
if (currentWeapon is Knife && previousAmmo <= 0) {
requestWeaponSwitch(WeaponType.pistol);
}
pickedUp = true;
break;
case CollectibleType.treasure:
if (item.mapId == MapObject.cross) score += 100;
if (item.mapId == MapObject.chalice) score += 500;
if (item.mapId == MapObject.chest) score += 1000;
if (item.mapId == MapObject.crown) score += 5000;
if (item.mapId == MapObject.extraLife) {
heal(100);
addAmmo(25);
}
pickedUp = true;
break;
case CollectibleType.weapon:
if (item.mapId == MapObject.machineGun) {
if (weapons[WeaponType.machineGun] == null) {
weapons[WeaponType.machineGun] = MachineGun();
hasMachineGun = true;
}
addAmmo(8);
requestWeaponSwitch(WeaponType.machineGun);
pickedUp = true;
}
if (item.mapId == MapObject.chainGun) {
if (weapons[WeaponType.chainGun] == null) {
weapons[WeaponType.chainGun] = ChainGun();
hasChainGun = true;
}
addAmmo(8);
requestWeaponSwitch(WeaponType.chainGun);
pickedUp = true;
}
break;
case CollectibleType.key:
if (item.mapId == MapObject.goldKey) hasGoldKey = true;
if (item.mapId == MapObject.silverKey) hasSilverKey = true;
pickedUp = true;
break;
}
return pickedUp;
}
void fire(int currentTime) {
if (switchState != WeaponSwitchState.idle) return;
// We pass the isFiring state to handle automatic vs semi-auto behavior
bool shotFired = currentWeapon.fire(
currentTime,
currentAmmo: ammo,
);
if (shotFired && currentWeapon.type != WeaponType.knife) {
ammo--;
}
}
void releaseTrigger() {
currentWeapon.releaseTrigger();
}
/// Returns true only on the specific frame where the hit should be calculated
void updateWeapon({
required int currentTime,
required List<Entity> entities,
required bool Function(int x, int y) isWalkable,
}) {
int oldFrame = currentWeapon.frameIndex;
currentWeapon.update(currentTime);
// If we just crossed into the firing frame...
if (currentWeapon.state == WeaponState.firing &&
oldFrame == 0 &&
currentWeapon.frameIndex == 1) {
currentWeapon.performHitscan(
playerX: x,
playerY: y,
playerAngle: angle,
entities: entities,
isWalkable: isWalkable,
currentTime: currentTime,
onEnemyKilled: (Enemy killedEnemy) {
// Dynamic scoring based on the enemy type!
int pointsToAdd = 0;
switch (killedEnemy.runtimeType.toString()) {
case 'BrownGuard':
pointsToAdd = 100;
break;
case 'Dog':
pointsToAdd = 200;
break;
// You can easily plug in future enemies here!
// case 'SSOfficer': pointsToAdd = 500; break;
default:
pointsToAdd = 100; // Fallback
}
score += pointsToAdd;
// Optional: Print to console so you can see it working
print(
"Killed ${killedEnemy.runtimeType}! +$pointsToAdd (Score: $score)",
);
},
);
}
if (currentWeapon.state == WeaponState.idle &&
ammo <= 0 &&
currentWeapon.type != WeaponType.knife) {
requestWeaponSwitch(WeaponType.knife);
}
}
}