done getting player's projectiles to collide with enemies successfully, and tested (although the code of the enemy reacting to the player is not the best)

This commit is contained in:
2025-01-11 21:35:55 +00:00
parent 0367b3a23c
commit 75e28b892e
7 changed files with 306 additions and 114 deletions

View File

@@ -57,24 +57,71 @@ struct
fun exists (id, collisions) = helpExists (0, id, collisions)
(* removes enemies from `enemies` vector when that enemy is in collisions *)
fun filterEnemyCollisions (pos, collisions, enemies: enemy vector, acc) =
(* removes enemies from `enemies` vector when player is attacking that enemy
* and also filter enemy (or change enemyh health)
* if enemy has collided with projectile *)
fun filterEnemyAttacked
(pos, collisions, enemies: enemy vector, projectileTree, acc) =
if pos < 0 then
Vector.fromList acc
else
let
val enemy = Vector.sub (enemies, pos)
val acc =
if exists (#id enemy, collisions) then (* filter out *) acc
else (* don't filter out *) enemy :: acc
if exists (#id enemy, collisions) then
(* filter out *)
acc
else
let
val {x, y, health, id} = enemy
val eSize = Enemy.size
val hasCollision = QuadTree.hasCollisionAt
(x, y, eSize, eSize, 0, 0, 1920, 1080, ~1, projectileTree)
in
if hasCollision then
if health = 1 then
(* filter out if decrementing health by one = 0 *)
acc
else
{health = health - 1, x = x, y = y, id = id} :: acc
else
enemy :: acc
end
in
filterEnemyCollisions (pos - 1, collisions, enemies, acc)
filterEnemyAttacked
(pos - 1, collisions, enemies, projectileTree, acc)
end
fun checkCollisions (player, enemies, enemyTree) =
(* filter enemy projectiles when player is not attacking *)
fun filterEnemyProjectiles (pos, enemies, projectileTree, acc) =
if pos < 0 then
Vector.fromList acc
else
let
val enemy = Vector.sub (enemies, pos)
val {x, y, health, id} = enemy
val eSize = Enemy.size
val hasCollision = QuadTree.hasCollisionAt
(x, y, eSize, eSize, 0, 0, 1920, 1080, ~1, projectileTree)
val acc =
if hasCollision then
if health = 1 then
(* filter out if decrementing health by one = 0 *)
acc
else
{health = health - 1, x = x, y = y, id = id} :: acc
else
enemy :: acc
in
filterEnemyProjectiles (pos - 1, enemies, projectileTree, acc)
end
fun checkCollisions (player, enemies, enemyTree, projectiles) =
let
val {x, y, mainAttack, attacked, ...} = player
val size = Player.size
val projectileTree = Projectile.generateTree projectiles
in
case mainAttack of
MAIN_ATTACKING =>
@@ -90,8 +137,13 @@ struct
(* filter enemies based on collisions *)
val enemyCollisions = Vector.fromList enemyCollisions
val enemies = filterEnemyCollisions
(Vector.length enemies - 1, enemyCollisions, enemies, [])
val enemies = filterEnemyAttacked
( Vector.length enemies - 1
, enemyCollisions
, enemies
, projectileTree
, []
)
val enemyTree = Enemy.generateTree enemies
(* add collided enemies to player record,
@@ -114,6 +166,9 @@ struct
val patches =
checkEnemies (player, enemies, enemyCollisions, [])
val player = Player.withPatches (player, patches)
val enemies = filterEnemyProjectiles
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies, enemyTree)
end
@@ -127,6 +182,9 @@ struct
val patches =
checkEnemies (player, enemies, enemyCollisions, lst)
val player = Player.withPatches (player, patches)
val enemies = filterEnemyProjectiles
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies, enemyTree)
end
@@ -139,6 +197,9 @@ struct
val attacked = ATTACKED amt
val player = Player.withPatches
(player, [W_ATTACKED attacked])
val enemies = filterEnemyProjectiles
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies, enemyTree)
end)