handle not-so-uncommon edge case: when platform enemy is on can be jumped from to reach next platform, but enemy is not in a position to jump (top platform slightly overlaps bottom platform in x-axis), make enemy walk left/right first so enemy reaches point where it is possible to jump from
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@@ -181,18 +181,46 @@ struct
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getHighestPlatform (collisions, platforms, wh, ~1)
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end
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fun canJump (nextPlatform, platformTree, enemy) =
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fun canJump (prevPlatform, nextPlatform) =
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let
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val {x = platX, y = platY, width = platW, ...} = nextPlatform
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val platFinishX = platX + platW
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val {x = pPlatX, y = pPlatY, width = pPlatW, ...} = prevPlatform
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val pPlatFinishX = pPlatX + pPlatW
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val {x = eX, y = ey, yAxis = eyAxis, ...} = enemy
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val {x = nPlatX, y = nPlatY, width = nPlatW, ...} = nextPlatform
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val nPlatFinishX = nPlatX + nPlatW
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in
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isBetween (nPlatX, pPlatX, nPlatFinishX)
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orelse isBetween (nPlatX, pPlatFinishX, nPlatFinishX)
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end
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fun getJumpPatches (nextPlatform, platformTree, enemy, acc) =
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let
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val {x = platX, y = platY, width = platWidth, ...} = nextPlatform
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val platFinishX = platX + platWidth
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val {x = eX, y = ey, yAxis = eyAxis, xAxis = exAxis, ...} = enemy
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val ecx = eX + (Constants.enemySize div 2)
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val ey = ey + Constants.enemySize
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val standingOnPlat = standingOnArea (enemy, platformTree)
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in
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isBetween (platX, eX, platFinishX) andalso standingOnPlat
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andalso (ey > platY andalso ey >= platY)
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if ey > platY andalso ey >= platY andalso standingOnPlat then
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if isBetween (platX, ecx, platFinishX) then
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(* can jump from same position enemy is at *)
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case eyAxis of
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ON_GROUND => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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| FALLING => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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| _ => acc
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else
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(* have to travel left/right before jumping *)
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if eX < platX then
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(* have to move right to jump to platform *)
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EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
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else
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(* have to move left to jump to platform *)
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EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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else
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acc
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end
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fun canDrop (nextPlatform, platformTree, enemy) =
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@@ -212,22 +240,17 @@ struct
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fun getPathToNextPlatform
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(nextPlatformID, platforms, platformTree, enemy, eID, pID, acc) =
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let
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val currentPlatform = Platform.find (eID, platforms)
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val nextPlatform = Platform.find (nextPlatformID, platforms)
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val {x = eX, y = ey, yAxis = eyAxis, ...} = enemy
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val canJump = canJump (nextPlatform, platformTree, enemy)
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val canJump = canJump (currentPlatform, nextPlatform)
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val canDrop = canDrop (nextPlatform, platformTree, enemy)
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in
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if canJump then
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case eyAxis of
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ON_GROUND => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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| FALLING => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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| _ => acc
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else if canDrop then
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EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: acc
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else
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acc
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if canJump then getJumpPatches (nextPlatform, platformTree, enemy, acc)
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else if canDrop then EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: acc
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else acc
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end
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fun canJumpOnPlatform (player, platforms, enemy: enemy, platformTree, acc) =
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@@ -164,15 +164,17 @@ struct
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val plat1 = {id = 1, x = 155, y = 911, width = 199}
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val plat2 = {id = 2, x = 355, y = 759, width = 555}
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val plat3 = {id = 3, x = 355, y = 659, width = 555}
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val plat4 = {id = 4, x = 155, y = 855, width = 199}
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val plat4 = {id = 4, x = 155, y = 855, width = 99}
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val plat5 = {id = 5, x = 155, y = 811, width = 199}
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val plat6 = {id = 6, x = 155, y = 710, width = 199}
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val platforms = Vector.fromList [plat1, plat2, plat3, plat4, plat5, plat6]
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val plat7 = {id = 7, x = 301, y = 855, width = 99}
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val platforms = Vector.fromList
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[plat1, plat2, plat3, plat4, plat5, plat6, plat7]
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val platformTree = Platform.generateTree platforms
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val enemy1 =
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{ id = 1
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, x = 300
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, x = 251
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, y = 855
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, health = 1
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, xAxis = MOVE_LEFT
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