seeAndMoveToAttackRange method
void
seeAndMoveToAttackRange({})
Checks whether the player is within range. If so, move to it.
Implementation
void seeAndMoveToAttackRange({
required Function(Player) positioned,
double radiusVision = 32,
double? minDistanceCellsFromPlayer,
bool runOnlyVisibleInScreen = true,
}) {
if (isDead) return;
if (runOnlyVisibleInScreen && !this.isVisible) return;
seePlayer(
radiusVision: radiusVision,
observed: (player) {
positioned(player);
Rect playerRect = player is ObjectCollision
? (player as ObjectCollision).rectCollision
: player.toRect();
double distance = (minDistanceCellsFromPlayer ?? radiusVision);
double _radAngle = getAngleFromPlayer();
Vector2 myPosition = Vector2(
this.center.x,
this.center.y,
);
Vector2 playerPosition = Vector2(
playerRect.center.dx,
playerRect.center.dy,
);
double dist = myPosition.distanceTo(playerPosition);
if (dist >= distance) {
this.moveFromAngleDodgeObstacles(0, _radAngle);
this.idle();
return;
}
bool onMove = this.moveFromAngleDodgeObstacles(
speed,
getInverseAngleFromPlayer(),
);
if (!onMove) {
this.idle();
}
},
notObserved: () {
this.idle();
},
);
}