2024-12-15 09:10:19 +00:00
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structure GameUpdate =
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struct
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2024-12-24 12:05:44 +00:00
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open GameType
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fun getEnemyRecoilPatches (player, playerOnRight, acc) =
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if playerOnRight then
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let
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val newRecoil = RECOIL_RIGHT 0
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val newAttacked = ATTACKED 0
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in
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W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_LEFT
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:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
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end
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else
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let
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val newRecoil = RECOIL_LEFT 0
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val newAttacked = ATTACKED 0
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in
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W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_RIGHT
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:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
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end
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fun checkEnemies (player: player, enemies: enemy vector, lst, acc) =
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case lst of
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id :: tl =>
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let
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val playerOnRight =
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(* check if collision is closer to left side of enemy or right
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* and then chose appropriate direction to recoil in *)
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let
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val {x, ...} = player
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val pFinishX = x + Player.size
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val pHalfW = Player.size div 2
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val pCentreX = x + pHalfW
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val {x = ex, y = ey, ...} = Vector.sub (enemies, id - 1)
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val eFinishX = ex + Enemy.size
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val eHalfW = Enemy.size div 2
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val eCentreX = ex + eHalfW
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in
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eCentreX < pCentreX
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end
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val acc = getEnemyRecoilPatches (player, playerOnRight, acc)
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in
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checkEnemies (player, enemies, tl, acc)
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end
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| [] => acc
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fun checkEnemiesWhileAttacking (player, enemies, lst, acc) =
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let
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open QuadTree
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in
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case lst of
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enemyID :: tl => (* placeholder *) acc
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| [] => acc
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end
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2024-12-24 19:00:11 +00:00
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fun checkPlayerEnemyCollisions (player, game) =
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let
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val {x, y, mainAttack, attacked, ...} = player
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val {enemies, enemyTree, ...} = game
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val size = Player.size
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in
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case mainAttack of
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MAIN_NOT_ATTACKING =>
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(case attacked of
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NOT_ATTACKED =>
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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2024-12-27 17:32:42 +00:00
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val patches =
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checkEnemies (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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2024-12-24 19:00:11 +00:00
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in
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2024-12-27 17:32:42 +00:00
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(player, enemies)
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2024-12-24 19:00:11 +00:00
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end
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| ATTACKED amt =>
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if amt = Player.attackedLimit then
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(* if reached limit, detect enemies again *)
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val lst = [W_ATTACKED NOT_ATTACKED]
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2024-12-27 17:32:42 +00:00
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val patches =
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checkEnemies (player, enemies, enemyCollisions, lst)
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val player = Player.withPatches (player, patches)
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2024-12-24 19:00:11 +00:00
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in
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2024-12-27 17:32:42 +00:00
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(player, enemies)
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2024-12-24 19:00:11 +00:00
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end
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else
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(* if attacked, don't detect collisions,
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* allowing a brief invincibility period as is common in many games
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* *)
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let
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val amt = amt + 1
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val attacked = ATTACKED amt
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2024-12-27 17:32:42 +00:00
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val player = Player.withPatches
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(player, [W_ATTACKED attacked])
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2024-12-24 19:00:11 +00:00
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in
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2024-12-27 17:32:42 +00:00
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(player, enemies)
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2024-12-24 19:00:11 +00:00
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end)
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| MAIN_ATTACKING amt =>
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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2024-12-27 17:32:42 +00:00
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val patches =
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checkEnemiesWhileAttacking (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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2024-12-24 19:00:11 +00:00
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in
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2024-12-27 17:32:42 +00:00
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(player, enemies)
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2024-12-24 19:00:11 +00:00
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end
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end
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2024-12-15 09:10:19 +00:00
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fun update (game, input) =
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let
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2024-12-19 03:08:26 +00:00
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val {player, walls, wallTree, platforms, platformTree, enemies, enemyTree} =
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game
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2024-12-24 19:00:11 +00:00
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2024-12-24 12:05:44 +00:00
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val player = Player.runPhysicsAndInput (game, input)
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2024-12-24 19:00:11 +00:00
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(* check player-enemy collisions and react *)
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2024-12-27 17:32:42 +00:00
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val (player, enemies) = checkPlayerEnemyCollisions (player, game)
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2024-12-15 09:10:19 +00:00
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in
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2024-12-17 21:42:06 +00:00
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{ player = player
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, walls = walls
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, wallTree = wallTree
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, platforms = platforms
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, platformTree = platformTree
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2024-12-19 03:08:26 +00:00
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, enemies = enemies
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, enemyTree = enemyTree
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2024-12-17 21:42:06 +00:00
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}
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2024-12-15 09:10:19 +00:00
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end
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end
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