progress detecting collision between enemy and player's projectile, and decrementing enemy's health once detected
This commit is contained in:
@@ -181,9 +181,9 @@ struct
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val platforms = Vector.fromList [plat1]
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val platformTree = Platform.generateTree platforms
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val enemy1 = {id = 1, x = 300, y = 945, health = 5}
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val enemy2 = {id = 2, x = 555, y = 945, health = 5}
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val enemy3 = {id = 3, x = 979, y = 945, health = 5}
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val enemy1 = {id = 1, x = 300, y = 945, health = 2}
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val enemy2 = {id = 2, x = 555, y = 945, health = 2}
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val enemy3 = {id = 3, x = 979, y = 945, health = 2}
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val enemies = Vector.fromList [enemy1, enemy2, enemy3]
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val enemyTree = Enemy.generateTree enemies
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in
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@@ -7,11 +7,15 @@ struct
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val player = Player.runPhysicsAndInput (game, input)
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(* check player-enemy collisions and react *)
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val (player, enemies) = PlayerEnemy.checkCollisions (player, game)
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(* create enemy quad tree from list of new enemies *)
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(* check and react to enemy collisions with player projectile *)
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val enemies =
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ProjectileEnemy.checkCollisions
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(#projectiles player, enemies, enemyTree)
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val enemyTree = Enemy.generateTree enemies
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(* check player-enemy collisions and react *)
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val (player, enemies, enemyTree) =
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PlayerEnemy.checkCollisions (player, enemies, enemyTree)
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in
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{ player = player
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, walls = walls
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@@ -47,15 +47,16 @@ 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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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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if pos < 0 then
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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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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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@@ -298,6 +298,7 @@ struct
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val defeatedPi = Real32.Math.pi / 180.0
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val defeatedSize = 9.0
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val defeatedDistance = 13.0
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val defeatedSizeInt = 9
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(* timing variables; always start at 0,
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* and revert to default state when limit is hit *)
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61
fcore/projectile-enemy.sml
Normal file
61
fcore/projectile-enemy.sml
Normal file
@@ -0,0 +1,61 @@
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structure ProjectileEnemy =
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struct
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open GameType
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fun helpCheckColisions (pos, projectileTree, enemies, acc) =
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if pos < 0 then
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Vector.fromList acc
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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 {id, health, x, y} = enemy
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val size = Enemy.size
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val collisions = QuadTree.helpGetCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, [], projectileTree)
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(* react to collisions here, possibly removing enemy from acc *)
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val acc =
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case collisions of
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_ :: _ =>
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if health = 1 then
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(* filter enemy out if decrementing their health by 1
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* leads to a health of 0 *)
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acc
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else
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let
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(* decrement health by 1 and add to acc *)
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val enemy = {id = id, health = health - 1, x = x, y = y}
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in
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enemy :: acc
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end
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| [] => enemy :: acc
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in
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helpCheckColisions (pos - 1, projectileTree, enemies, acc)
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end
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fun helpGenerateTree (pos, projectiles, acc) =
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if pos = Vector.length projectiles then
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acc
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else
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let
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val size = Player.defeatedSizeInt
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val {x, y, facing = _} = Vector.sub (projectiles, pos)
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val acc = QuadTree.insert (x, y, size, size, 0, 0, 1920, 1080, pos, acc)
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in
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helpGenerateTree (pos + 1, projectiles, acc)
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end
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fun generateTree projectiles =
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helpGenerateTree (0, projectiles, QuadTree.empty)
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fun checkCollisions (projectiles, enemies, enemyTree) =
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let
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val projectileTree = generateTree projectiles
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in
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helpCheckColisions
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(Vector.length enemies - 1, projectileTree, enemies, [])
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end
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end
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@@ -20,6 +20,11 @@ sig
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int * int * int * int *
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int * t -> int list
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val helpGetCollisions: int * int * int * int *
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int * int * int * int *
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int * int list * t
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-> int list
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val getCollisionSides: int * int * int * int * int * int * int * int * int * t
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-> (collision_side * int) list
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