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sml-projects/fcore/game-update.sml

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