done adding LevelType.level_type as a field of GameType.game_type, and having main loop go through GameUpdate.game_type -> LevelUpdate.update

This commit is contained in:
2025-02-18 13:48:17 +00:00
parent afe878c05d
commit 6b4b637624
7 changed files with 72 additions and 46 deletions

View File

@@ -213,7 +213,7 @@ struct
fun drawField ({fieldVertexBuffer, fieldProgram, fieldLength, ...}) =
drawXyrgba (fieldVertexBuffer, fieldProgram, fieldLength)
fun draw (shellState: t) =
fun drawLevel (shellState: t) =
let
val _ = drawWall shellState
val _ = drawPlayer shellState
@@ -222,6 +222,40 @@ struct
()
end
fun drawMode (shellState: t, game: GameType.game_type) =
let
open GameType
in
case #mode game of
LEVEL level =>
let
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val playerVec = Player.getDrawVec (#player level, width, height)
val enemyVec = Enemy.getDrawVec (#enemies level, width, height)
val playerVec = Vector.concat [playerVec, enemyVec]
val wallVec = Wall.getDrawVec (#walls level, width, height)
val platVec = Platform.getDrawVec (#platforms level, width, height)
val chainVec = Player.getFieldVec (#player level, width, height)
val fallingVec = FallingEnemies.getDrawVec (level, width, height)
val wallVec = Vector.concat [wallVec, platVec, chainVec, fallingVec]
val pelletVec = Player.getPelletVec (#player level, width, height)
val projectileVec =
Projectile.getProjectileVec (#player level, width, height)
val fieldVec = Vector.concat [pelletVec, projectileVec]
val shellState = uploadWall (shellState, wallVec)
val shellState = uploadPlayer (shellState, playerVec)
val shellState = uploadField (shellState, fieldVec)
val () = drawLevel shellState
in
shellState
end
end
fun helpLoop (shellState as {window, ...}: t, game) =
case Glfw.windowShouldClose window of
false =>
@@ -230,32 +264,9 @@ struct
val _ = Gles3.clear ()
val input = InputState.getSnapshot ()
val width = InputState.getWidth ()
val height = InputState.getHeight ()
val game = GameUpdate.update (game, input)
val game = LevelUpdate.update (game, input)
val playerVec = Player.getDrawVec (#player game, width, height)
val enemyVec = Enemy.getDrawVec (#enemies game, width, height)
val playerVec = Vector.concat [playerVec, enemyVec]
val wallVec = Wall.getDrawVec (#walls game, width, height)
val platVec = Platform.getDrawVec (#platforms game, width, height)
val chainVec = Player.getFieldVec (#player game, width, height)
val fallingVec = FallingEnemies.getDrawVec (game, width, height)
val wallVec = Vector.concat [wallVec, platVec, chainVec, fallingVec]
(* temp *)
val pelletVec = Player.getPelletVec (#player game, width, height)
val projectileVec =
Projectile.getProjectileVec (#player game, width, height)
val fieldVec = Vector.concat [pelletVec, projectileVec]
val shellState = uploadWall (shellState, wallVec)
val shellState = uploadPlayer (shellState, playerVec)
val shellState = uploadField (shellState, fieldVec)
val _ = draw shellState
val shellState = drawMode (shellState, game)
val _ = Glfw.swapBuffers window
val _ = Glfw.pollEvents ()
@@ -281,6 +292,6 @@ struct
val () = InputState.setControls controls
in
helpLoop (shellState, LevelType.initial controls)
helpLoop (shellState, GameType.init controls)
end
end