add code to make enemy fall when attacked by projectile (assuming health is enough)

This commit is contained in:
2025-02-14 18:18:46 +00:00
parent c75e7bc33b
commit 5412a71d30
3 changed files with 92 additions and 25 deletions

View File

@@ -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