add code to make enemy fall when attacked by projectile (assuming health is enough)
This commit is contained in:
@@ -102,7 +102,7 @@ struct
|
||||
, health = 1
|
||||
, xAxis = EntityType.MOVE_RIGHT
|
||||
, yAxis = EntityType.FALLING
|
||||
, variant = EnemyType.STRAIGHT_BAT
|
||||
, variant = EnemyType.PATROL_SLIME
|
||||
, batDirY = EnemyType.UP
|
||||
, platID = ~1
|
||||
, nextPlatID = ~1
|
||||
@@ -110,7 +110,22 @@ struct
|
||||
, batMaxY = 485
|
||||
, batMinY = 625
|
||||
}
|
||||
val enemies = enemyMapFromList ([enemy1], EnemyMap.empty)
|
||||
val enemy2 =
|
||||
{ id = 2
|
||||
, x = 351
|
||||
, y = 555
|
||||
, health = 1
|
||||
, xAxis = EntityType.MOVE_RIGHT
|
||||
, yAxis = EntityType.FALLING
|
||||
, variant = EnemyType.PATROL_SLIME
|
||||
, batDirY = EnemyType.UP
|
||||
, platID = ~1
|
||||
, nextPlatID = ~1
|
||||
, batRest = 0
|
||||
, batMaxY = 485
|
||||
, batMinY = 625
|
||||
}
|
||||
val enemies = enemyMapFromList ([enemy1, enemy2], EnemyMap.empty)
|
||||
val graph = Graph.fromPlatforms (platforms, platformTree)
|
||||
in
|
||||
{ player = player
|
||||
|
||||
@@ -21,6 +21,11 @@ struct
|
||||
val (player, enemies) =
|
||||
PlayerAttack.attackEnemies (player, enemies, enemyTree)
|
||||
|
||||
val projectiles = #projectiles player
|
||||
val (fallingEnemies, enemies) =
|
||||
PlayerAttack.projectileHitEnemy
|
||||
(projectiles, enemies, enemyTree, fallingEnemies)
|
||||
|
||||
val enemies = Enemy.update
|
||||
(enemies, walls, wallTree, platforms, platformTree, player, graph)
|
||||
|
||||
|
||||
@@ -8,33 +8,24 @@ struct
|
||||
|
||||
open EnemyType
|
||||
|
||||
fun onAttacked (enemyID, enemy, enemyMap, defeatedList) =
|
||||
fun defeatEnemy (enemyID, enemyMap, defeatedList) =
|
||||
let
|
||||
val defeatedList = {angle = 1} :: defeatedList
|
||||
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
|
||||
in
|
||||
(defeatedList, enemyMap)
|
||||
end
|
||||
|
||||
fun onPlayerAttack (enemyID, enemy, enemyMap, defeatedList) =
|
||||
case #variant enemy of
|
||||
PATROL_SLIME =>
|
||||
let
|
||||
val defeatedList = {angle = 1} :: defeatedList
|
||||
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
|
||||
in
|
||||
(defeatedList, enemyMap)
|
||||
end
|
||||
| FOLLOW_SLIME =>
|
||||
let
|
||||
val defeatedList = {angle = 1} :: defeatedList
|
||||
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
|
||||
in
|
||||
(defeatedList, enemyMap)
|
||||
end
|
||||
| STRAIGHT_BAT =>
|
||||
let
|
||||
val defeatedList = {angle = 1} :: defeatedList
|
||||
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
|
||||
in
|
||||
(defeatedList, enemyMap)
|
||||
end
|
||||
PATROL_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
|
||||
| FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
|
||||
| STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, defeatedList)
|
||||
|
||||
fun fold (enemyID, (), (defeatedList, enemyMap)) =
|
||||
case EnemyMap.get (enemyID, enemyMap) of
|
||||
SOME enemy => onAttacked (enemyID, enemy, enemyMap, defeatedList)
|
||||
SOME enemy =>
|
||||
onPlayerAttack (enemyID, enemy, enemyMap, defeatedList)
|
||||
| NONE => (defeatedList, enemyMap)
|
||||
end)
|
||||
|
||||
@@ -66,4 +57,60 @@ struct
|
||||
end
|
||||
| _ => (player, enemyMap)
|
||||
end
|
||||
|
||||
structure ProjectileHitEnemy =
|
||||
MakeQuadTreeFold
|
||||
(struct
|
||||
type env = unit
|
||||
type state = EnemyType.falling_enemy list * EnemyMap.t
|
||||
|
||||
open EnemyType
|
||||
|
||||
fun onDefeated (enemyID, enemy, enemyMap, fallingList) =
|
||||
let
|
||||
val {x, y, variant, ...} = enemy
|
||||
val fallingList = {x = x, y = y, variant = variant} :: fallingList
|
||||
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
|
||||
in
|
||||
(fallingList, enemyMap)
|
||||
end
|
||||
|
||||
fun onProjectileAttack (enemyID, enemy, enemyMap, fallingList) =
|
||||
case #variant enemy of
|
||||
PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
|
||||
| FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
|
||||
| STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingList)
|
||||
|
||||
fun fold (enemyID, (), (fallingList, enemyMap)) =
|
||||
case EnemyMap.get (enemyID, enemyMap) of
|
||||
SOME enemy =>
|
||||
onProjectileAttack (enemyID, enemy, enemyMap, fallingList)
|
||||
| NONE => (fallingList, enemyMap)
|
||||
end)
|
||||
|
||||
fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, newFalling) =
|
||||
if pos = Vector.length projectiles then
|
||||
(newFalling, enemyMap)
|
||||
else
|
||||
let
|
||||
val {x, y, ...}: PlayerType.player_projectile =
|
||||
Vector.sub (projectiles, pos)
|
||||
val size = Constants.projectileSizeInt
|
||||
val (newFalling, enemyMap) = ProjectileHitEnemy.foldRegion
|
||||
(x, y, size, size, (), (newFalling, enemyMap), enemyTree)
|
||||
in
|
||||
helpProjectileHitEnemy
|
||||
(pos + 1, projectiles, enemyTree, enemyMap, newFalling)
|
||||
end
|
||||
|
||||
fun projectileHitEnemy (projectiles, enemyMap, enemyTree, oldFalling) =
|
||||
let
|
||||
val (newFalling, enemyMap) = helpProjectileHitEnemy
|
||||
(0, projectiles, enemyTree, enemyMap, [])
|
||||
|
||||
val newFalling = Vector.fromList newFalling
|
||||
val allFalling = Vector.concat [newFalling, oldFalling]
|
||||
in
|
||||
(allFalling, enemyMap)
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user