232 lines
6.6 KiB
Dart
232 lines
6.6 KiB
Dart
import 'package:flame/components.dart';
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import 'package:flutter/services.dart';
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import 'package:flutter/material.dart';
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import 'package:shitman/game/shitman_game.dart';
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import 'package:shitman/game/components/poop_bag.dart';
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import 'package:shitman/game/components/neighborhood.dart';
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import 'package:shitman/game/components/vision_cone.dart';
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import 'dart:math';
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class Player extends RectangleComponent with HasGameReference<ShitmanGame> {
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static const double speed = 100.0;
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static const double playerSize = 32.0;
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Vector2 velocity = Vector2.zero();
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bool hasPoopBag = true;
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bool isHidden = false;
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double stealthLevel = 0.0; // 0.0 = fully visible, 1.0 = completely hidden
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PoopBag? placedPoopBag;
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VisionCone? playerVisionCone;
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double lastMovementDirection = 0.0;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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// Create a simple colored rectangle as player
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size = Vector2.all(playerSize);
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position = Vector2(200, 200); // Start at center intersection
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// Set player color
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paint = Paint()..color = const Color(0xFF0000FF); // Blue player
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// Create player vision cone
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playerVisionCone = VisionCone(
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origin: size / 2, // Relative to player center
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direction: lastMovementDirection,
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range: 80.0,
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fov: pi / 2, // 90 degrees
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color: Colors.blue,
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opacity: 0.0, // Start hidden
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);
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add(playerVisionCone!);
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}
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void handleInput(Set<LogicalKeyboardKey> keysPressed) {
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velocity = Vector2.zero();
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// Movement controls
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if (keysPressed.contains(LogicalKeyboardKey.arrowUp) ||
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keysPressed.contains(LogicalKeyboardKey.keyW)) {
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velocity.y -= speed;
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}
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if (keysPressed.contains(LogicalKeyboardKey.arrowDown) ||
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keysPressed.contains(LogicalKeyboardKey.keyS)) {
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velocity.y += speed;
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}
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if (keysPressed.contains(LogicalKeyboardKey.arrowLeft) ||
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keysPressed.contains(LogicalKeyboardKey.keyA)) {
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velocity.x -= speed;
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}
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if (keysPressed.contains(LogicalKeyboardKey.arrowRight) ||
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keysPressed.contains(LogicalKeyboardKey.keyD)) {
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velocity.x += speed;
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}
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}
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void handleAction(LogicalKeyboardKey key) {
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// Action controls
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if (key == LogicalKeyboardKey.space) {
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placePoop();
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}
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if (key == LogicalKeyboardKey.keyE) {
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ringDoorbell();
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}
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}
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void updateStealthLevel(double dt) {
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// Simple stealth calculation - can be enhanced later
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// For now, player is more hidden when moving slowly or not at all
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if (velocity.length < 50) {
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stealthLevel = (stealthLevel + dt * 0.5).clamp(0.0, 1.0);
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} else {
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stealthLevel = (stealthLevel - dt * 1.5).clamp(0.0, 1.0);
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}
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isHidden = stealthLevel > 0.7;
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}
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void placePoop() {
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if (!hasPoopBag) return;
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debugPrint('Placing poop bag at $position');
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// Create and place the poop bag
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placedPoopBag = PoopBag();
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placedPoopBag!.position =
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position + Vector2(playerSize / 2, playerSize + 10);
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game.world.add(placedPoopBag!);
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hasPoopBag = false;
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// Check if near target house
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checkMissionProgress();
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}
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void ringDoorbell() {
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debugPrint('Attempting to ring doorbell');
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// Check if near target house door
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if (game.targetHouse.isPlayerNearTarget(position)) {
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if (placedPoopBag != null) {
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// Light the poop bag on fire
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placedPoopBag!.lightOnFire();
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debugPrint('Ding dong! Poop bag is lit! RUN!');
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// Start escape timer - player has limited time to escape
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startEscapeSequence();
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} else {
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debugPrint('Need to place poop bag first!');
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}
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} else {
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debugPrint('Not near target house door');
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}
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}
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void startEscapeSequence() {
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// TODO: Implement escape mechanics
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// For now, automatically complete mission after a delay
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Future.delayed(Duration(seconds: 3), () {
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if (game.gameState == GameState.playing) {
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game.completeCurrentMission();
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}
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});
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}
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void checkMissionProgress() {
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// Check if near target house and has placed poop bag
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final targetPos = game.targetHouse.getTargetPosition();
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if (targetPos != null && placedPoopBag != null) {
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final distance = (position - targetPos).length;
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if (distance < 80) {
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debugPrint('Near target house with poop bag placed!');
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}
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}
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}
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void getDetected() {
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debugPrint('Player detected! Mission failed!');
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game.failMission();
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}
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@override
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void update(double dt) {
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super.update(dt);
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// Apply movement
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if (velocity.length > 0) {
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velocity = velocity.normalized() * speed;
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position += velocity * dt;
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// Update movement direction for vision cone
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lastMovementDirection = atan2(velocity.y, velocity.x);
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// Keep player on screen (basic bounds checking)
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position.x = position.x.clamp(0, 800 - size.x);
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position.y = position.y.clamp(0, 600 - size.y);
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}
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// Update stealth level based on environment
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updateStealthLevel(dt);
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// Check for detection by houses
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checkForDetection();
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// Update player vision cone
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if (playerVisionCone != null) {
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playerVisionCone!.updatePosition(size / 2, lastMovementDirection);
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// Update vision cone visibility based on settings
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try {
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final showVisionCones = game.appSettings.getBool(
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'game.show_vision_cones',
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);
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playerVisionCone!.updateOpacity(showVisionCones ? 0.2 : 0.0);
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} catch (e) {
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playerVisionCone!.updateOpacity(0.0); // Hide if settings not ready
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}
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}
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}
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void checkForDetection() {
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final neighborhood =
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game.world.children.whereType<Neighborhood>().firstOrNull;
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if (neighborhood == null) return;
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for (final house in neighborhood.houses) {
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if (house.canDetectPlayer(position, stealthLevel)) {
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getDetected();
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break;
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}
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}
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}
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@override
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void render(Canvas canvas) {
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// Update paint color based on stealth level
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paint =
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Paint()
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..color =
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isHidden
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? const Color(0xFF00FF00).withValues(alpha: 0.7)
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: // Green when hidden
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const Color(
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0xFF0000FF,
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).withValues(alpha: 0.9); // Blue when visible
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super.render(canvas);
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// Draw stealth indicator in debug mode
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if (game.debugMode) {
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final stealthPaint =
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Paint()
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..color =
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Color.lerp(
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const Color(0xFFFF0000),
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const Color(0xFF00FF00),
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stealthLevel,
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)!;
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canvas.drawRect(Rect.fromLTWH(-5, -10, size.x + 10, 5), stealthPaint);
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}
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}
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}
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