additional refactoring, moving player type into its own directory
This commit is contained in:
@@ -1,11 +1,10 @@
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structure EnemyBehaviour =
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struct
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open GameType
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open EnemyType
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open EntityType
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(* if player is attacking, does enemy collide with attack? *)
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fun isCollidingWithPlayerAttack (player: player, enemy: enemy) =
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fun isCollidingWithPlayerAttack (player: PlayerType.player, enemy: enemy) =
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let
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val {x = px, y = py, facing, mainAttack, ...} = player
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val pSize = Constants.playerSize
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@@ -14,7 +13,7 @@ struct
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val eSize = Constants.enemySize
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in
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case mainAttack of
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MAIN_ATTACKING {length, ...} =>
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PlayerType.MAIN_ATTACKING {length, ...} =>
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(case facing of
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FACING_RIGHT =>
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let
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@@ -359,7 +358,14 @@ struct
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end
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fun getFollowPatches
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(player: player, enemy, wallTree, platformTree, platforms, graph, acc) =
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( player: PlayerType.player
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, enemy
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, wallTree
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, platformTree
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, platforms
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, graph
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, acc
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) =
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let
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val pID = #platID player
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val eID = #platID enemy
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@@ -1 +1 @@
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structure EnemyMap = Enemy.EnemyMap
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structure EnemyMap = MakeGapMap(EnemyPair)
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11
fcore/enemy/enemy-pair.sml
Normal file
11
fcore/enemy/enemy-pair.sml
Normal file
@@ -0,0 +1,11 @@
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structure EnemyPair =
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struct
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type key = int
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type value = EnemyType.enemy
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fun l (a: int, b: int) = a < b
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fun eq (a: int, b: int) = a = b
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fun g (a: int, b: int) = a > b
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val maxNodeSize = 8
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end
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@@ -1,21 +1,6 @@
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structure Enemy =
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struct
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structure EnemyPair =
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struct
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type key = int
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type value = EnemyType.enemy
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fun l (a: int, b: int) = a < b
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fun eq (a: int, b: int) = a = b
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fun g (a: int, b: int) = a > b
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val maxNodeSize = 8
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end
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structure EnemyMap = MakeGapMap(EnemyPair)
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(* - Updating state of enemies per-frame - *)
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(* - Updating state of enemies per loop - *)
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(*
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structure UpdateEnemies = MakeGapMapMapper (struct
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structure Pair = EnemyPair
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@@ -1,7 +1,6 @@
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structure FallingEnemies =
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struct
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open EnemyType
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open GameType
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open EntityType
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fun helpGenerateTree (pos, fallingVec: falling_enemy vector, acc) =
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@@ -25,12 +24,12 @@ struct
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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fun isCollidingWithPlayerAttack (player: GameType.player, fx, fy) =
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fun isCollidingWithPlayerAttack (player: PlayerType.player, fx, fy) =
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let
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val {x = px, y = py, mainAttack, facing, ...} = player
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in
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case mainAttack of
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MAIN_ATTACKING {length, ...} =>
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PlayerType.MAIN_ATTACKING {length, ...} =>
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let
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val px =
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(case facing of
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@@ -46,7 +45,7 @@ struct
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| _ => false
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end
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fun updateList (pos, vec, player: GameType.player, acc) =
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fun updateList (pos, vec, player: PlayerType.player, acc) =
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if pos < 0 then
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acc
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else
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@@ -93,7 +92,7 @@ struct
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(pos + 1, fallingVec, width, height, ratio, xOffset, yOffset, acc)
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end
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fun getDrawVec (game: game_type, width, height) =
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fun getDrawVec (game: GameType.game_type, width, height) =
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if Vector.length (#fallingEnemies game) = 0 then
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Vector.fromList []
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else
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@@ -1,38 +1,7 @@
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signature GAME_TYPE =
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sig
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datatype player_recoil = NO_RECOIL | RECOIL_LEFT of int | RECOIL_RIGHT of int
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datatype player_attacked = NOT_ATTACKED | ATTACKED of int
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datatype main_attack =
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MAIN_NOT_ATTACKING
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| MAIN_ATTACKING of {length: int, growing: bool}
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| MAIN_THROWING
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type defeated_enemies = {angle: int}
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type player_projectile = {x: int, y: int, facing: EntityType.facing}
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type player =
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{ yAxis: EntityType.y_axis
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, xAxis: EntityType.x_axis
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, recoil: player_recoil
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, attacked: player_attacked
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, mainAttack: main_attack
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, mainAttackPressed: bool
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, facing: EntityType.facing
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, health: int
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, x: int
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, y: int
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, jumpPressed: bool
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, enemies: defeated_enemies vector
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, charge: int
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, projectiles: player_projectile vector
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, platID: int
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}
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type game_type =
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{ player: player
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{ player: PlayerType.player
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, walls: Wall.t vector
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, wallTree: QuadTree.t
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, platforms: Platform.t vector
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@@ -47,39 +16,8 @@ end
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structure GameType :> GAME_TYPE =
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struct
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datatype player_recoil = NO_RECOIL | RECOIL_LEFT of int | RECOIL_RIGHT of int
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datatype player_attacked = NOT_ATTACKED | ATTACKED of int
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datatype main_attack =
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MAIN_NOT_ATTACKING
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| MAIN_ATTACKING of {length: int, growing: bool}
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| MAIN_THROWING
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type defeated_enemies = {angle: int}
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type player_projectile = {x: int, y: int, facing: EntityType.facing}
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type player =
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{ yAxis: EntityType.y_axis
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, xAxis: EntityType.x_axis
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, recoil: player_recoil
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, attacked: player_attacked
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, mainAttack: main_attack
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, mainAttackPressed: bool
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, facing: EntityType.facing
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, health: int
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, x: int
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, y: int
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, jumpPressed: bool
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, enemies: defeated_enemies vector
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, charge: int
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, projectiles: player_projectile vector
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, platID: int
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}
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type game_type =
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{ player: player
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{ player: PlayerType.player
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, walls: Wall.t vector
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, wallTree: QuadTree.t
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, platforms: Platform.t vector
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@@ -101,9 +39,9 @@ struct
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{ yAxis = EntityType.JUMPING 0
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, xAxis = EntityType.STAY_STILL
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, facing = EntityType.FACING_RIGHT
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, recoil = NO_RECOIL
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, attacked = NOT_ATTACKED
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, mainAttack = MAIN_NOT_ATTACKING
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, recoil = PlayerType.NO_RECOIL
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, attacked = PlayerType.NOT_ATTACKED
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, mainAttack = PlayerType.MAIN_NOT_ATTACKING
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, mainAttackPressed = false
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, health = 3
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, x = 500
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@@ -24,7 +24,6 @@ end
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functor MakePhysics(Fn: PHYSICS_INPUT) =
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struct
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open GameType
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open EntityType
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fun getPhysicsPatches input =
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@@ -220,7 +219,7 @@ end
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structure PlayerPhysics =
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MakePhysics
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(struct
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type t = GameType.player
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type t = PlayerType.player
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type patch = PlayerPatch.player_patch
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val entitySize = Constants.playerSize
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@@ -4,21 +4,21 @@ sig
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W_X_AXIS of EntityType.x_axis
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| W_Y_AXIS of EntityType.y_axis
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| W_FACING of EntityType.facing
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| W_RECOIL of GameType.player_recoil
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| W_ATTACKED of GameType.player_attacked
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| W_MAIN_ATTACK of GameType.main_attack
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| W_RECOIL of PlayerType.player_recoil
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| W_ATTACKED of PlayerType.player_attacked
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| W_MAIN_ATTACK of PlayerType.main_attack
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| W_HEALTH of int
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| W_X of int
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| W_Y of int
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| W_JUMP_PRESSED of bool
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| W_MAIN_ATTACK_PRESSED of bool
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| W_ENEMIES of GameType.defeated_enemies vector
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| W_ENEMIES of PlayerType.defeated_enemies vector
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| W_CHARGE of int
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| W_PROJECTILES of GameType.player_projectile vector
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| W_PROJECTILES of PlayerType.player_projectile vector
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| W_PLAT_ID of int
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val withPatch: GameType.player * player_patch -> GameType.player
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val withPatches: GameType.player * player_patch list -> GameType.player
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val withPatch: PlayerType.player * player_patch -> PlayerType.player
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val withPatches: PlayerType.player * player_patch list -> PlayerType.player
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end
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structure PlayerPatch: PLAYER_PATCH =
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@@ -27,17 +27,17 @@ struct
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W_X_AXIS of EntityType.x_axis
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| W_Y_AXIS of EntityType.y_axis
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| W_FACING of EntityType.facing
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| W_RECOIL of GameType.player_recoil
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| W_ATTACKED of GameType.player_attacked
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| W_MAIN_ATTACK of GameType.main_attack
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| W_RECOIL of PlayerType.player_recoil
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| W_ATTACKED of PlayerType.player_attacked
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| W_MAIN_ATTACK of PlayerType.main_attack
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| W_HEALTH of int
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| W_X of int
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| W_Y of int
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| W_JUMP_PRESSED of bool
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| W_MAIN_ATTACK_PRESSED of bool
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| W_ENEMIES of GameType.defeated_enemies vector
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| W_ENEMIES of PlayerType.defeated_enemies vector
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| W_CHARGE of int
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| W_PROJECTILES of GameType.player_projectile vector
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| W_PROJECTILES of PlayerType.player_projectile vector
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| W_PLAT_ID of int
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fun mkPlayer
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@@ -367,7 +367,7 @@ struct
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)
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end
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fun withPatches (player: GameType.player, lst) =
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fun withPatches (player: PlayerType.player, lst) =
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case lst of
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hd :: tl =>
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let val player = withPatch (player, hd)
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33
fcore/player/player-type.sml
Normal file
33
fcore/player/player-type.sml
Normal file
@@ -0,0 +1,33 @@
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structure PlayerType =
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struct
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datatype player_recoil = NO_RECOIL | RECOIL_LEFT of int | RECOIL_RIGHT of int
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datatype player_attacked = NOT_ATTACKED | ATTACKED of int
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datatype main_attack =
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MAIN_NOT_ATTACKING
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| MAIN_ATTACKING of {length: int, growing: bool}
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| MAIN_THROWING
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type defeated_enemies = {angle: int}
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type player_projectile = {x: int, y: int, facing: EntityType.facing}
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type player =
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{ yAxis: EntityType.y_axis
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, xAxis: EntityType.x_axis
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, recoil: player_recoil
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, attacked: player_attacked
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, mainAttack: main_attack
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, mainAttackPressed: bool
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, facing: EntityType.facing
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, health: int
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, x: int
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, y: int
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, jumpPressed: bool
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, enemies: defeated_enemies vector
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, charge: int
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, projectiles: player_projectile vector
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, platID: int
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}
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end
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@@ -1,8 +1,8 @@
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structure Player =
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struct
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open GameType
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open PlayerPatch
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open EntityType
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open PlayerType
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(* helper functions checking input *)
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fun getXAxis (lh, rh) =
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@@ -378,7 +378,7 @@ struct
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fun fold (_, (), defeatedList) = {angle = 1} :: defeatedList
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end)
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fun runPhysicsAndInput (game: game_type, input, enemyTree) =
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fun runPhysicsAndInput (game: GameType.game_type, input, enemyTree) =
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let
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val player = #player game
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@@ -44,7 +44,7 @@ struct
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(pos + 1, projectiles, width, height, ratio, xOffset, yOffset, acc)
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end
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fun getProjectileVec (player: GameType.player, width, height) =
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fun getProjectileVec (player: PlayerType.player, width, height) =
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let
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val {projectiles, ...} = player
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9
oms.mlb
9
oms.mlb
@@ -29,18 +29,21 @@ fcore/path-finding.sml
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fcore/entity-type.sml
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fcore/enemy/enemy-type.sml
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fcore/enemy/enemy.sml
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fcore/enemy/enemy-pair.sml
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fcore/enemy/enemy-map.sml
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fcore/player/player-type.sml
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fcore/enemy/enemy.sml
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fcore/game-type.sml
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fcore/player-patch.sml
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fcore/player/player-patch.sml
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fcore/enemy/enemy-patch.sml
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fcore/physics.sml
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fcore/trace-jump.sml
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fcore/enemy/enemy-behaviour.sml
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fcore/enemy/falling-enemies.sml
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fcore/player.sml
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fcore/player/player.sml
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fcore/projectile.sml
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fcore/game-update.sml
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Block a user