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sml-projects/fcore/player.sml

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structure Player =
struct
open GameType
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fun mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
) =
{ yAxis = yAxis
, xAxis = xAxis
, recoil = recoil
, attacked = attacked
, mainAttack = mainAttack
, mainAttackPressed = mainAttackPressed
, facing = facing
, health = health
, x = x
, y = y
, jumpPressed = jumpPressed
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, enemies = enemies
}
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fun withPatch (player: player, patch) =
let
val
{ yAxis
, xAxis
, recoil
, attacked
, mainAttack
, mainAttackPressed
, facing
, health
, x
, y
, jumpPressed
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, enemies
} = player
in
case patch of
W_X_AXIS xAxis =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_Y_AXIS yAxis =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_RECOIL recoil =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_ATTACKED attacked =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_MAIN_ATTACK mainAttack =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_FACING facing =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_HEALTH health =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_X x =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_Y y =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_JUMP_PRESSED jumpPressed =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_MAIN_ATTACK_PRESSED mainAttackPressed =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
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, enemies
)
| W_ENEMIES enemies =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
)
end
fun withPatches (player: player, lst) =
case lst of
hd :: tl =>
let val player = withPatch (player, hd)
in withPatches (player, tl)
end
| [] => player
(* width/height *)
val size = 35
val realSize = 35.0
val halfSize = 35 div 2
val halfRealSize = 35.0 / 2.0
val moveBy = 5
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(* timing variables; always start at 0,
* and revert to default state when limit is hit *)
val jumpLimit = 150
val floatLimit = 3
val recoilLimit = 15
val attackedLimit = 55
val mainAttackLimit = 15
(* helper functions checking input *)
fun getXAxis (lh, rh) =
case (lh, rh) of
(false, false) => STAY_STILL
| (false, true) => MOVE_RIGHT
| (true, false) => MOVE_LEFT
| (true, true) => STAY_STILL
fun getFacing (facing, xAxis) =
case xAxis of
STAY_STILL => facing
| MOVE_LEFT => FACING_LEFT
| MOVE_RIGHT => FACING_RIGHT
(* function returns default yAxis when neither up/down are pressed
* or both are pressed.
*
* In the case where the user was previously jumping,
* we enter the floating stage, because it's normal for games
* to have a very brief floating/gliding period before applying gravity.
*
* In the case where the user was previously floating, we want the player to
* keep floating at this point (another function will apply gravity if we
* floated enough).
*
* In every other case, we return the FALLING variant,
* which has the same effect as returning the ON_GROUND variant,
* except that it means gravity is applied if we walk off a platform.
* *)
fun defaultYAxis prevAxis =
case prevAxis of
JUMPING _ => FLOATING 0
| FLOATING _ => prevAxis
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| DROP_BELOW_PLATFORM => prevAxis
| _ => FALLING
(* We want to prevent a double jump
* or jumping while the player is falling
* so we only switch to the JUMPING case if the player
* is on the ground. *)
fun onJumpPressed (prevAxis, jumpPressed) =
case prevAxis of
ON_GROUND =>
if jumpPressed then (* apply gravity *) FALLING else JUMPING 0
| _ => prevAxis
fun checkWalls (player, walls, lst, acc) =
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let
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open QuadTree
in
case lst of
(QUERY_ON_LEFT_SIDE, wallID) :: tl =>
let
val {x = wallX, width = wallWidth, ...} =
Vector.sub (walls, wallID - 1)
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val newX = wallX + wallWidth
val acc = W_X newX :: acc
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in
checkWalls (player, walls, tl, acc)
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end
| (QUERY_ON_RIGHT_SIDE, wallID) :: tl =>
let
val {x = wallX, width = wallWidth, ...} =
Vector.sub (walls, wallID - 1)
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val newX = wallX - size
val acc = W_X newX :: acc
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in
checkWalls (player, walls, tl, acc)
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end
| (QUERY_ON_BOTTOM_SIDE, wallID) :: tl =>
let
val {y = wallY, ...} = Vector.sub (walls, wallID - 1)
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val newY = wallY - size
val acc = W_Y_AXIS ON_GROUND :: W_Y newY :: acc
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in
checkWalls (player, walls, tl, acc)
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end
| (QUERY_ON_TOP_SIDE, wallID) :: tl => checkWalls (player, walls, tl, acc)
| [] => acc
end
fun checkPlatforms (player, platforms, lst, acc) =
let
open QuadTree
in
case lst of
platID :: tl =>
(case #yAxis player of
DROP_BELOW_PLATFORM =>
(* pass through, allowing player to drop below the platform *)
checkPlatforms (player, platforms, tl, acc)
| JUMPING _ =>
(* pass through, allowing player to jump above the platform *)
checkPlatforms (player, platforms, tl, acc)
| _ =>
let
(* default case:
* player will land on platform and stay on the ground there. *)
val {y = platY, ...} = Vector.sub (platforms, platID - 1)
val newY = platY - size
val acc = W_Y_AXIS ON_GROUND :: W_Y newY :: acc
in
checkPlatforms (player, platforms, tl, acc)
end)
| [] => acc
end
(* only checks for collisions with environment (walls and platforms) *)
fun getEnvironmentPatches (player, game) =
let
val {walls, wallTree, platformTree, platforms, enemyTree, enemies, ...} =
game
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val {x, y, attacked, mainAttack, ...} = player
val platCollisions = QuadTree.getCollisionsBelow
(x, y, size, size, 0, 0, 1920, 1080, 0, platformTree)
val acc = checkPlatforms (player, platforms, platCollisions, [])
val wallCollisions = QuadTree.getCollisionSides
(x, y, size, size, 0, 0, 1920, 1080, 0, wallTree)
in
checkWalls (player, walls, wallCollisions, acc)
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end
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fun getMovePatches player =
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let
val {xAxis, yAxis, x, y, ...} = player
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val desiredX =
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case xAxis of
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STAY_STILL => x
| MOVE_LEFT => x - moveBy
| MOVE_RIGHT => x + moveBy
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in
case yAxis of
ON_GROUND => [W_X desiredX]
| FLOATING floated =>
let
val yAxis =
if floated = floatLimit then FALLING else FLOATING (floated + 1)
in
[W_X desiredX, W_Y_AXIS yAxis]
end
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| FALLING =>
let val desiredY = y + moveBy
in [W_X desiredX, W_Y desiredY]
end
| DROP_BELOW_PLATFORM =>
let val desiredY = y + moveBy
in [W_X desiredX, W_Y desiredY]
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end
| JUMPING jumped =>
if jumped + moveBy > jumpLimit then
(* if we are above the jump limit, trigger a fall *)
let val newYAxis = FLOATING 0
in [W_X desiredX, W_Y_AXIS newYAxis]
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end
else
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(* jump *)
let
val newJumped = jumped + moveBy
val newYAxis = JUMPING newJumped
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val desiredY = y - moveBy
in
[W_X desiredX, W_Y desiredY, W_Y_AXIS newYAxis]
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end
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end
fun getJumpPatches (player, upHeld, downHeld, acc) =
let
val {yAxis, jumpPressed, ...} = player
in
case (upHeld, downHeld) of
(false, false) =>
let
val yAxis = defaultYAxis yAxis
val jumpPressed = false
in
W_JUMP_PRESSED jumpPressed :: W_Y_AXIS yAxis :: acc
end
| (true, true) =>
let val yAxis = defaultYAxis yAxis
in W_Y_AXIS yAxis :: acc
end
| (true, false) =>
let
val yAxis = onJumpPressed (yAxis, jumpPressed)
val jumpPressed = true
in
W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc
end
| (false, true) =>
let
val jumpPressed = false
val yAxis = DROP_BELOW_PLATFORM
in
W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc
end
end
fun getMainAttackPatches (prevAttack, attackHeld, mainAttackPressed) =
case prevAttack of
MAIN_NOT_ATTACKING =>
if attackHeld andalso not mainAttackPressed then MAIN_ATTACKING 0
else prevAttack
| MAIN_ATTACKING amt =>
if amt = mainAttackLimit then MAIN_NOT_ATTACKING
else let val amt = amt + 1 in MAIN_ATTACKING amt end
fun getInputPatches (player: player, input) =
case #mainAttack player of
MAIN_NOT_ATTACKING =>
let
val
{ x
, y
, yAxis
, jumpPressed
, facing
, mainAttack
, mainAttackPressed
, ...
} = player
val {leftHeld, rightHeld, upHeld, downHeld, attackHeld} = input
val xAxis = getXAxis (leftHeld, rightHeld)
val facing = getFacing (facing, xAxis)
val mainAttack =
getMainAttackPatches (mainAttack, attackHeld, mainAttackPressed)
val mainAttackPressed =
case mainAttack of
MAIN_ATTACKING _ => true
| _ => attackHeld
val acc =
[ W_X_AXIS xAxis
, W_FACING facing
, W_MAIN_ATTACK mainAttack
, W_MAIN_ATTACK_PRESSED mainAttackPressed
]
val acc = getJumpPatches (player, upHeld, downHeld, acc)
in
acc
end
| MAIN_ATTACKING _ =>
let
val {mainAttack, mainAttackPressed, ...} = player
val {attackHeld, ...} = input
val mainAttack =
getMainAttackPatches (mainAttack, attackHeld, mainAttackPressed)
val mainAttackPressed =
case mainAttack of
MAIN_ATTACKING _ => true
| _ => mainAttackPressed
in
[ W_X_AXIS STAY_STILL
, W_MAIN_ATTACK mainAttack
, W_MAIN_ATTACK_PRESSED mainAttackPressed
]
end
fun getRecoilPatches player =
case #recoil player of
NO_RECOIL => []
| RECOIL_LEFT recoiled =>
(* if player is recoiling, don't accept or adjust any input.
* However, if player has reached the recoil limit, exit the recoil
* state and accept input.
* *)
if recoiled = recoilLimit then
[W_RECOIL NO_RECOIL]
else
let
val {x, y, health, attacked, facing, xAxis, ...} = player
(* difference between RECOIL_LEFT and RECOIL_RIGHT
* is the direction player moves back in *)
val x = x - 5
val xAxis = STAY_STILL
val yAxis = FALLING
val jumpPressed = false
val recoiled = recoiled + 1
val recoil = RECOIL_LEFT recoiled
val facing = getFacing (facing, xAxis)
in
[ W_X x
, W_X_AXIS xAxis
, W_Y_AXIS yAxis
, W_JUMP_PRESSED jumpPressed
, W_RECOIL recoil
, W_FACING facing
]
end
| RECOIL_RIGHT recoiled =>
if recoiled = recoilLimit then
[W_RECOIL NO_RECOIL]
else
let
val {x, y, health, attacked, facing, xAxis, ...} = player
val x = x + 5
val xAxis = STAY_STILL
val yAxis = FALLING
val jumpPressed = false
val recoiled = recoiled + 1
val recoil = RECOIL_RIGHT recoiled
val facing = getFacing (facing, xAxis)
in
[ W_X x
, W_X_AXIS xAxis
, W_Y_AXIS yAxis
, W_JUMP_PRESSED jumpPressed
, W_RECOIL recoil
, W_FACING facing
]
end
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fun runPhysicsAndInput (game: game_type, input) =
let
val player = #player game
val patches = getRecoilPatches player
val player = withPatches (player, patches)
val player =
(* we only accept and handle input if player is not recoiling *)
case #recoil player of
NO_RECOIL =>
let val patches = getInputPatches (player, input)
in withPatches (player, patches)
end
| _ => player
val patches = getMovePatches player
val player = withPatches (player, patches)
val patches = getEnvironmentPatches (player, game)
in
withPatches (player, patches)
end
(* block is placeholder asset *)
fun helpGetDrawVec (x, y, size, width, height, attacked, mainAttack) =
case mainAttack of
MAIN_NOT_ATTACKING =>
(case attacked of
NOT_ATTACKED =>
Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5)
| ATTACKED amt =>
if amt mod 5 = 0 then
Block.lerp (x, y, size, size, width, height, 0.9, 0.9, 0.9)
else
Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5))
| MAIN_ATTACKING _ =>
(case attacked of
NOT_ATTACKED =>
Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5)
| ATTACKED amt =>
if amt mod 5 = 0 then
Block.lerp (x, y, size, size, width, height, 1.0, 0.9, 0.9)
else
Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5))
fun getDrawVec (player: player, width, height) =
let
val {x, y, attacked, mainAttack, ...} = player
val wratio = width / 1920.0
val hratio = height / 1080.0
in
if wratio < hratio then
let
val scale = 1080.0 * wratio
val yOffset =
if height > scale then (height - scale) / 2.0
else if height < scale then (scale - height) / 2.0
else 0.0
val x = Real32.fromInt x * wratio
val y = Real32.fromInt y * wratio + yOffset
val realSize = realSize * wratio
in
helpGetDrawVec (x, y, realSize, width, height, attacked, mainAttack)
end
else
let
val scale = 1920.0 * hratio
val xOffset =
if width > scale then (width - scale) / 2.0
else if width < scale then (scale - width) / 2.0
else 0.0
val x = Real32.fromInt x * hratio + xOffset
val y = Real32.fromInt y * hratio
val realSize = realSize * hratio
in
helpGetDrawVec (x, y, realSize, width, height, attacked, mainAttack)
end
end
fun getFieldVec (player: player, width, height) =
case #mainAttack player of
MAIN_NOT_ATTACKING => Vector.fromList []
| MAIN_ATTACKING amt =>
let
val {x, y, ...} = player
val wratio = width / 1920.0
val hratio = height / 1080.0
in
if wratio < hratio then
let
val scale = 1080.0 * wratio
val yOffset =
if height > scale then (height - scale) / 2.0
else if height < scale then (scale - height) / 2.0
else 0.0
val x = (Real32.fromInt x - halfRealSize) * wratio
val y = (Real32.fromInt y - halfRealSize) * wratio + yOffset
val realSize = (realSize * 2.0) * wratio
val alpha = Real32.fromInt amt / Real32.fromInt mainAttackLimit
in
Field.lerp
(x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha)
end
else
let
val scale = 1920.0 * hratio
val xOffset =
if width > scale then (width - scale) / 2.0
else if width < scale then (scale - width) / 2.0
else 0.0
val x = (Real32.fromInt x - halfRealSize) * hratio + xOffset
val y = (Real32.fromInt y - halfRealSize) * hratio
val realSize = (realSize * 2.0) * hratio
val alpha = Real32.fromInt amt / Real32.fromInt mainAttackLimit
in
Field.lerp
(x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha)
end
end
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end