refactor physics.sml so that we always set plat ID of player/enemy, when player or enemy stands on new platform, and make changes to enemy-behaviour.sml in calculation to jump to the top-right after testing

This commit is contained in:
2025-01-25 09:17:58 +00:00
parent c7ed5d3cce
commit 01d9c2bd47
3 changed files with 23 additions and 4 deletions

View File

@@ -19,6 +19,7 @@ sig
val W_X: int -> patch
val W_Y: int -> patch
val W_Y_AXIS: GameType.y_axis -> patch
val W_PLAT_ID: int -> patch
end
functor MakePhysics(Fn: PHYSICS_INPUT) =
@@ -200,8 +201,14 @@ struct
val wallCollisions = QuadTree.getCollisionSides
(x, y, size, size, 0, 0, ww, wh, 0, wallTree)
val acc = getWallPatches (walls, wallCollisions, acc)
val standPlatID = standingOnAreaID (x, y, platformTree)
in
getWallPatches (walls, wallCollisions, acc)
if standPlatID <> ~1 then
Fn.W_PLAT_ID standPlatID :: acc
else
acc
end
end
@@ -228,6 +235,7 @@ structure PlayerPhysics =
val W_X = PlayerPatch.W_X
val W_Y = PlayerPatch.W_Y
val W_Y_AXIS = PlayerPatch.W_Y_AXIS
val W_PLAT_ID = PlayerPatch.W_PLAT_ID
end)
structure EnemyPhysics =
@@ -253,4 +261,5 @@ structure EnemyPhysics =
val W_X = EnemyPatch.W_X
val W_Y = EnemyPatch.W_Y
val W_Y_AXIS = EnemyPatch.W_Y_AXIS
val W_PLAT_ID = EnemyPatch.W_PLAT_ID
end)