progress detecting collision between enemy and player's projectile, and decrementing enemy's health once detected
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@@ -47,14 +47,15 @@ struct
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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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fun helpExists (pos, id, collisions) =
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if pos = Vector.length collisions then
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false
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else
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let val current = Vector.sub (collisions, pos)
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in current = id orelse helpExists (pos + 1, id, collisions)
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end
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fun exists (id, collisions) = helpExists (0, id, collisions)
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(* removes enemies from `enemies` vector when that enemy is in collisions *)
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fun filterEnemyCollisions (pos, collisions, enemies: enemy vector, acc) =
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@@ -63,19 +64,16 @@ struct
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else
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let
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val enemy = Vector.sub (enemies, pos)
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val acc =
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if exists (#id enemy, collisions) then (* filter out *) acc
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else (* don't filter out *) enemy :: acc
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in
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if BinSearch.exists (#id enemy, collisions) then
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(* filter out *)
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filterEnemyCollisions (pos - 1, collisions, enemies, acc)
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else
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(* don't filter out *)
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filterEnemyCollisions (pos - 1, collisions, enemies, enemy :: acc)
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filterEnemyCollisions (pos - 1, collisions, enemies, acc)
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end
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fun checkCollisions (player, game: game_type) =
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fun checkCollisions (player, enemies, enemyTree) =
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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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@@ -86,27 +84,25 @@ struct
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val y = y - Player.halfSize
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val size = size * 2
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(* get list of enemies player has collided with *)
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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 patches =
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checkEnemiesWhileAttacking (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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(* filter enemies based on collisions *)
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val enemyCollisions = Vector.fromList enemyCollisions
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val enemies = filterEnemyCollisions
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(Vector.length enemies - 1, enemyCollisions, enemies, [])
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val enemyTree = Enemy.generateTree enemies
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(* add collided enemies to player record,
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* concatenating with the previous enemies defeated *)
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val newDefeated =
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Vector.map (fn id => {angle = 360}) enemyCollisions
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val oldDefeated = #enemies player
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val allDefeated = Vector.concat [oldDefeated, newDefeated]
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val player = Player.withPatches (player, [W_ENEMIES allDefeated])
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in
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(player, enemies)
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(player, enemies, enemyTree)
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end
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| _ =>
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(case attacked of
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@@ -119,7 +115,7 @@ struct
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checkEnemies (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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in
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(player, enemies)
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(player, enemies, enemyTree)
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end
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| ATTACKED amt =>
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if amt = Player.attackedLimit then
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@@ -132,7 +128,7 @@ struct
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checkEnemies (player, enemies, enemyCollisions, lst)
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val player = Player.withPatches (player, patches)
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in
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(player, enemies)
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(player, enemies, enemyTree)
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end
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else
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(* if attacked, don't detect collisions,
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@@ -144,7 +140,7 @@ struct
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val player = Player.withPatches
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(player, [W_ATTACKED attacked])
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in
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(player, enemies)
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(player, enemies, enemyTree)
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end)
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end
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end
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