seeAndMoveToPlayer method

void seeAndMoveToPlayer({
  1. required dynamic closePlayer(
    1. Player
    ),
  2. double radiusVision = 32,
  3. double margin = 10,
  4. bool runOnlyVisibleInScreen = true,
})

Checks whether the player is within range. If so, move to it.

Implementation

void seeAndMoveToPlayer({
  required Function(Player) closePlayer,
  double radiusVision = 32,
  double margin = 10,
  bool runOnlyVisibleInScreen = true,
}) {
  if (isDead) return;
  if (runOnlyVisibleInScreen && !this.isVisible) return;

  seePlayer(
    radiusVision: radiusVision,
    observed: (player) {
      double _radAngle = getAngleFromPlayer();

      Rect playerRect = player is ObjectCollision
          ? (player as ObjectCollision).rectCollision
          : player.toRect();
      Rect rectPlayerCollision = Rect.fromLTWH(
        playerRect.left - margin,
        playerRect.top - margin,
        playerRect.width + (margin * 2),
        playerRect.height + (margin * 2),
      );

      if (rectConsideringCollision.overlaps(rectPlayerCollision)) {
        closePlayer(player);
        this.idle();
        this.moveFromAngleDodgeObstacles(0, _radAngle);
        return;
      }

      bool onMove = this.moveFromAngleDodgeObstacles(speed, _radAngle);
      if (!onMove) {
        this.idle();
      }
    },
    notObserved: () {
      this.idle();
    },
  );
}