Files
wolf_dart/lib/features/entities/enemies/dog.dart
2026-03-14 00:49:31 +01:00

126 lines
3.6 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 Dog extends Enemy {
static const double speed = 0.05; // Dogs are much faster than guards!
bool _hasBittenThisCycle = false;
Dog({
required super.x,
required super.y,
required super.angle,
required super.mapId,
}) : super(
spriteIndex: 99, // Dogs start at index 99 in VSWAP
state: EntityState.idle,
);
static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) {
bool canSpawn = false;
switch (difficultyLevel) {
case 0:
canSpawn = objId >= 116 && objId <= 119;
break;
case 1:
canSpawn = objId >= 152 && objId <= 155;
break;
case 2:
canSpawn = objId >= 188 && objId <= 191;
break;
case 3:
canSpawn = objId >= 224 && objId <= 227;
break;
}
if (canSpawn) {
return Dog(
x: x,
y: y,
angle: Enemy.getInitialAngle(objId),
mapId: objId,
);
}
return null;
}
@override
void update({
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int damage) onDamagePlayer,
}) {
if (state == EntityState.idle) {
if (hasLineOfSight(playerPosition, isWalkable)) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
}
if (state == EntityState.idle ||
state == EntityState.patrolling ||
state == EntityState.shooting) {
// "Shooting" here means biting
double dx = playerPosition.x - x;
double dy = playerPosition.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 = 99 + octant; // Base dog standing sprite
} else if (state == EntityState.patrolling) {
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;
}
// Dogs only have 4 walking angles, alternating legs
int walkFrame = (elapsedMs ~/ 100) % 4;
spriteIndex = 107 + (walkFrame * 8) + octant;
// Dog Bite Attack (Must be practically touching the player)
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
state = EntityState.shooting;
lastActionTime = elapsedMs;
_hasBittenThisCycle = false;
}
} else if (state == EntityState.shooting) {
int timeAttacking = elapsedMs - lastActionTime;
if (timeAttacking < 200) {
spriteIndex = 139; // Jumping/Biting frame
if (!_hasBittenThisCycle) {
onDamagePlayer(5); // Dogs do less damage than guards
_hasBittenThisCycle = true;
}
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
}
}
}
}