reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)
This commit is contained in:
277
fcore/enemy.sml
277
fcore/enemy.sml
@@ -1,277 +0,0 @@
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structure Enemy =
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struct
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open GameType
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fun withDefaultYAxis (enemy: enemy) =
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case #yAxis enemy of
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ON_GROUND => EnemyPatch.withPatch (enemy, EnemyPatch.W_Y_AXIS FALLING)
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| _ => enemy
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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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(* called when filtering enemies,
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* to adjust enemy data on collision with projectile *)
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fun onCollisionWithProjectile
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( enemy: enemy
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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) =
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let
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val {x, y, health, ...} = enemy
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val size = Constants.enemySize
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val hasCollision = QuadTree.hasCollisionAt
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(x, y, size, size, ~1, projectileTree)
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in
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if hasCollision then
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if health = 1 then
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(* filter out if decrementing health by one = 0 *)
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acc
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else
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let
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val enemy = withDefaultYAxis enemy
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(* get patches specific to this type of enemy *)
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val patches = EnemyBehaviour.getVariantPatches
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( enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, []
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)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val patches = EnemyPatch.W_HEALTH (health - 1) :: patches
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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enemy :: acc
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end
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else
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let
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val enemy = withDefaultYAxis enemy
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(* get patches specific to this type of enemy *)
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val patches = EnemyBehaviour.getVariantPatches
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(enemy, walls, wallTree, platforms, platformTree, player, graph, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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enemy :: acc
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end
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end
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(* filter enemy projectiles when player is not attacking *)
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fun filterProjectileCollisions
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( pos
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, enemies
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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) =
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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 acc = onCollisionWithProjectile
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( enemy
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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)
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in
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filterProjectileCollisions
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( pos - 1
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, enemies
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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)
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end
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(* removes enemies from `enemies` vector when player is attacking that enemy
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* and also filter enemy (or change enemyh health)
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* if enemy has collided with projectile *)
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fun filterWhenAttacked
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( pos
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, collisions
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, enemies
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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) =
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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 acc =
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if exists (#id enemy, collisions) then (* filter out *)
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acc
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else
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onCollisionWithProjectile
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( enemy
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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)
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in
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filterWhenAttacked
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( pos - 1
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, collisions
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, enemies
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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)
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end
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fun helpGenerateTree (pos, enemyVec: enemy vector, acc) =
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if pos = Vector.length enemyVec then
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acc
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else
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let
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val {id, x, y, ...} = Vector.sub (enemyVec, pos)
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val size = Constants.enemySize
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val acc = QuadTree.insert (x, y, size, size, id, acc)
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in
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helpGenerateTree (pos + 1, enemyVec, acc)
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end
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fun generateTree enemyVec =
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helpGenerateTree
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( 0
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, enemyVec
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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fun helpFind (findNum, vec: enemy vector, low, high) =
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(* should only be called when we know enemy already exists in vec *)
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let
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val mid = low + ((high - low) div 2)
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val enemy = Vector.sub (vec, mid)
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val {id = curNum, ...} = enemy
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in
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if curNum = findNum then enemy
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else if curNum < findNum then helpFind (findNum, vec, mid + 1, high)
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else helpFind (findNum, vec, low, mid - 1)
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end
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fun find (findNum, vec) =
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helpFind (findNum, vec, 0, Vector.length vec - 1)
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fun helpGetDrawVec (enemy: enemy, width, height) =
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let
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val {x, y, ...} = enemy
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
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in
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if wratio < hratio then
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let
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val scale = Constants.worldHeightReal * wratio
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val yOffset =
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if height > scale then (height - scale) / 2.0
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else if height < scale then (scale - height) / 2.0
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else 0.0
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val x = Real32.fromInt x * wratio
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val y = Real32.fromInt y * wratio + yOffset
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val realSize = Constants.enemySizeReal * wratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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else
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let
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val scale = Constants.worldWidthReal * hratio
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val xOffset =
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if width > scale then (width - scale) / 2.0
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else if width < scale then (scale - width) / 2.0
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else 0.0
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val x = Real32.fromInt x * hratio + xOffset
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val y = Real32.fromInt y * hratio
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val realSize = Constants.enemySizeReal * hratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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end
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fun getDrawVecLoop (pos, enemies, width, height, acc) =
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if pos = Vector.length enemies then
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Vector.concat acc
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else
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let
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val e = Vector.sub (enemies, pos)
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val hd = helpGetDrawVec (e, width, height)
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val acc = hd :: acc
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in
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getDrawVecLoop (pos + 1, enemies, width, height, acc)
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end
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fun getDrawVec (enemies, width, height) =
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getDrawVecLoop (0, enemies, width, height, [])
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end
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@@ -31,7 +31,7 @@ struct
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QuadTree.hasCollisionAt (ex, ey, width, height, ~1, tree)
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end
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fun getPatrollPatches (enemy: enemy, wallTree, platformTree, acc) =
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fun getPatrolPatches (enemy: enemy, wallTree, platformTree, acc) =
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let
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(* This function is meant to check
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* if enemy should switch the horizontal direction
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@@ -308,7 +308,7 @@ struct
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in
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acc
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end
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| _ => getPatrollPatches (enemy, wallTree, platformTree, acc)
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| _ => getPatrolPatches (enemy, wallTree, platformTree, acc)
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fun getFollowPatches
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(player: player, enemy, wallTree, platformTree, platforms, graph, acc) =
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@@ -352,15 +352,114 @@ struct
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end
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end
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fun getVariantPatches
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(enemy, walls, wallTree, platforms, platformTree, player, graph, acc) =
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fun withDefaultYAxis (enemy: enemy) =
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case #yAxis enemy of
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ON_GROUND => EnemyPatch.withPatch (enemy, EnemyPatch.W_Y_AXIS FALLING)
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| _ => enemy
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fun updatePatrolState
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(enemy, walls, wallTree, platforms, platformTree, projectileTree, enemyList) =
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let
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val {x, y, ...} = enemy
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val size = Constants.enemySize
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in
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if QuadTree.hasCollisionAt (x, y, size, size, ~1, projectileTree) then
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(* no matter what projectiles hits it, PATROL_SLIME should be filtered out *)
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enemyList
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else
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(* since we're not filtering out, update the enemy's state and cons enemy *)
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let
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val enemy = withDefaultYAxis enemy
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val patches = getPatrolPatches (enemy, wallTree, platformTree, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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enemy :: enemyList
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end
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end
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fun updateFollowState
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( player
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, enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, projectileTree
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, graph
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, enemyList
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) =
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let
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val {x, y, ...} = enemy
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val size = Constants.enemySize
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in
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if QuadTree.hasCollisionAt (x, y, size, size, ~1, projectileTree) then
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(* filter out when any projectile hits *)
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enemyList
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else
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(* since we're not filtering out, update the enemy's state and cons enemy *)
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let
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val enemy = withDefaultYAxis enemy
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val patches = getFollowPatches
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(player, enemy, wallTree, platformTree, platforms, graph, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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enemy :: enemyList
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end
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end
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fun updateEnemyState
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( enemy
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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) =
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let
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open EnemyVariants
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in
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case #variant enemy of
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PATROL_SLIME => getPatrollPatches (enemy, wallTree, platformTree, acc)
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PATROL_SLIME =>
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updatePatrolState
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( enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, projectileTree
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, enemyList
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)
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| FOLLOW_SIME =>
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getFollowPatches
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(player, enemy, wallTree, platformTree, platforms, graph, acc)
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updateFollowState
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( player
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, enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, projectileTree
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, graph
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, enemyList
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)
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end
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end
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147
fcore/enemy/enemy.sml
Normal file
147
fcore/enemy/enemy.sml
Normal file
@@ -0,0 +1,147 @@
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structure Enemy =
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struct
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open GameType
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(* returns a vector of enemies, with new state (like position, etc.).
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* Also filters any enemies from list if defeated.
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* Called once per frame. *)
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fun updateEnemyList
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( pos
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, enemies
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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) =
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if pos < 0 then
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Vector.fromList enemyList
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else
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let
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val enemy = Vector.sub (enemies, pos)
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(* call function to act on variant, either:
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* 1. updating enemy and :: cons :: ing to enemyList, or
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* 2. filtering enemy if projectile hit which enemy should not survive
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* *)
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val enemyList = EnemyBehaviour.updateEnemyState
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( enemy
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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)
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in
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updateEnemyList
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( pos - 1
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, enemies
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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)
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end
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fun helpGenerateTree (pos, enemyVec: enemy vector, acc) =
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if pos = Vector.length enemyVec then
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acc
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else
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let
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val {id, x, y, ...} = Vector.sub (enemyVec, pos)
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val size = Constants.enemySize
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val acc = QuadTree.insert (x, y, size, size, id, acc)
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in
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helpGenerateTree (pos + 1, enemyVec, acc)
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end
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fun generateTree enemyVec =
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helpGenerateTree
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( 0
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, enemyVec
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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fun helpFind (findNum, vec: enemy vector, low, high) =
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(* should only be called when we know enemy already exists in vec *)
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let
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val mid = low + ((high - low) div 2)
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val enemy = Vector.sub (vec, mid)
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val {id = curNum, ...} = enemy
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in
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if curNum = findNum then enemy
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else if curNum < findNum then helpFind (findNum, vec, mid + 1, high)
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else helpFind (findNum, vec, low, mid - 1)
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end
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fun find (findNum, vec) =
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helpFind (findNum, vec, 0, Vector.length vec - 1)
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fun helpGetDrawVec (enemy: enemy, width, height) =
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let
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val {x, y, ...} = enemy
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
|
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in
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if wratio < hratio then
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let
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val scale = Constants.worldHeightReal * wratio
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val yOffset =
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if height > scale then (height - scale) / 2.0
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else if height < scale then (scale - height) / 2.0
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else 0.0
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val x = Real32.fromInt x * wratio
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val y = Real32.fromInt y * wratio + yOffset
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val realSize = Constants.enemySizeReal * wratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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else
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let
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val scale = Constants.worldWidthReal * hratio
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val xOffset =
|
||||
if width > scale then (width - scale) / 2.0
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else if width < scale then (scale - width) / 2.0
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else 0.0
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val x = Real32.fromInt x * hratio + xOffset
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val y = Real32.fromInt y * hratio
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|
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val realSize = Constants.enemySizeReal * hratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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||||
end
|
||||
end
|
||||
|
||||
fun getDrawVecLoop (pos, enemies, width, height, acc) =
|
||||
if pos = Vector.length enemies then
|
||||
Vector.concat acc
|
||||
else
|
||||
let
|
||||
val e = Vector.sub (enemies, pos)
|
||||
val hd = helpGetDrawVec (e, width, height)
|
||||
val acc = hd :: acc
|
||||
in
|
||||
getDrawVecLoop (pos + 1, enemies, width, height, acc)
|
||||
end
|
||||
|
||||
fun getDrawVec (enemies, width, height) =
|
||||
getDrawVecLoop (0, enemies, width, height, [])
|
||||
end
|
||||
@@ -8,6 +8,22 @@ struct
|
||||
val enemyTree = Enemy.generateTree enemies
|
||||
val player = Player.runPhysicsAndInput (game, input, enemyTree)
|
||||
|
||||
val projectiles = #projectiles player
|
||||
val projectileTree = Projectile.generateTree projectiles
|
||||
|
||||
val enemies = Enemy.updateEnemyList
|
||||
( Vector.length enemies - 1
|
||||
, enemies
|
||||
, projectiles
|
||||
, projectileTree
|
||||
, walls
|
||||
, wallTree
|
||||
, platforms
|
||||
, platformTree
|
||||
, player
|
||||
, graph
|
||||
, []
|
||||
)
|
||||
in
|
||||
{ player = player
|
||||
, walls = walls
|
||||
|
||||
8
oms.mlb
8
oms.mlb
@@ -24,16 +24,16 @@ fcore/platform.sml
|
||||
fcore/graph.sml
|
||||
fcore/path-finding.sml
|
||||
|
||||
fcore/enemy-variants.sml
|
||||
fcore/enemy/enemy-variants.sml
|
||||
fcore/game-type.sml
|
||||
|
||||
fcore/player-patch.sml
|
||||
fcore/enemy-patch.sml
|
||||
fcore/enemy/enemy-patch.sml
|
||||
fcore/physics.sml
|
||||
|
||||
fcore/trace-jump.sml
|
||||
fcore/enemy-behaviour.sml
|
||||
fcore/enemy.sml
|
||||
fcore/enemy/enemy-behaviour.sml
|
||||
fcore/enemy/enemy.sml
|
||||
fcore/player.sml
|
||||
fcore/projectile.sml
|
||||
|
||||
|
||||
Reference in New Issue
Block a user