seeAndMoveToEnemy method

void seeAndMoveToEnemy({
  1. required dynamic closeEnemy(
    1. Enemy
    ),
  2. BoolCallback? notObserved,
  3. VoidCallback? observed,
  4. VoidCallback? notCanMove,
  5. double radiusVision = 32,
  6. double? visionAngle,
  7. double? angle,
  8. double margin = 10,
  9. bool runOnlyVisibleInScreen = true,
  10. MovementAxis movementAxis = MovementAxis.all,
})

Checks whether the enemy is within range. If so, move to it. visionAngle in radians. angle in radians.

Implementation

void seeAndMoveToEnemy({
  required Function(Enemy) closeEnemy,
  // return true to stop move.
  BoolCallback? notObserved,
  VoidCallback? observed,
  VoidCallback? notCanMove,
  double radiusVision = 32,
  double? visionAngle,
  double? angle,
  double margin = 10,
  bool runOnlyVisibleInScreen = true,
  MovementAxis movementAxis = MovementAxis.all,
}) {
  if (runOnlyVisibleInScreen && !_comp.isVisible) {
    return;
  }

  seeComponentType<Enemy>(
    radiusVision: radiusVision,
    visionAngle: visionAngle,
    angle: angle ?? _defaultAngle(),
    observed: (enemy) {
      observed?.call();
      final movement = _movement;
      if (movement == null) {
        return;
      }
      final move = movement.moveTowardsTarget(
        target: enemy.first,
        close: () {
          closeEnemy(enemy.first);
        },
        margin: margin,
        movementAxis: movementAxis,
      );
      if (!move) {
        notCanMove?.call();
      }
    },
    notObserved: () {
      final canStop = notObserved?.call() ?? true;
      if (canStop) {
        _movement?.stop();
      }
    },
  );
}