start implementing patches to follow player (basic; shouldn't use path finding like Dijkstra's algorithm)

This commit is contained in:
2025-01-17 11:43:49 +00:00
parent a05f211428
commit 67a4ad5664
4 changed files with 64 additions and 16 deletions

View File

@@ -19,6 +19,25 @@ struct
(x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, platformTree)
end
fun isOnGround (enemy, wallTree, platformTree) =
let
val {x = ex, y = ey, ...} = enemy
val ey = ey + Constants.enemySize - 1
val width = Constants.enemySize
val height = 2
val ww = Constants.worldWidth
val wh = Constants.worldHeight
in
QuadTree.hasCollisionAt
(ex, ey, width, height, 0, 0, ww, wh, ~1, wallTree)
orelse
QuadTree.hasCollisionAt
(ex, ey, width, height, 0, 0, ww, wh, ~1, platformTree)
end
fun getPatrollPatches (enemy: enemy, wallTree, platformTree, acc) =
let
(* This function is meant to check
@@ -111,6 +130,26 @@ struct
| STAY_STILL => acc
end
(* pathfinding *)
fun getFollowPatches (player: player, enemy, wallTree, platformTree, acc) =
let
val {x = px, y = py, ...} = player
val {x = ex, y = ey, yAxis = eyAxis, ...} = enemy
val xAxis = if px < ex then MOVE_LEFT else MOVE_RIGHT
val isOnGround = isOnGround (enemy, wallTree, platformTree)
val yAxis =
if ey > py andalso isOnGround then
case eyAxis of
ON_GROUND => JUMPING 0
| FALLING => JUMPING 0
| _ => eyAxis
else
eyAxis
in
EnemyPatch.W_Y_AXIS yAxis :: EnemyPatch.W_X_AXIS xAxis :: acc
end
fun getVariantPatches
(enemy, walls, wallTree, platforms, platformTree, player, acc) =
@@ -119,5 +158,7 @@ struct
in
case #variant enemy of
PATROL_SLIME => getPatrollPatches (enemy, wallTree, platformTree, acc)
| FOLLOW_SIME =>
getFollowPatches (player, enemy, wallTree, platformTree, acc)
end
end