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

@@ -181,9 +181,9 @@ struct
val platforms = Vector.fromList [plat1] val platforms = Vector.fromList [plat1]
val platformTree = Platform.generateTree platforms val platformTree = Platform.generateTree platforms
val enemy1 = {id = 1, x = 300, y = 945, health = 2} val enemy1 = {id = 1, x = 300, y = 945, health = 5}
val enemy2 = {id = 2, x = 555, y = 945, health = 2} val enemy2 = {id = 2, x = 555, y = 945, health = 5}
val enemy3 = {id = 3, x = 979, y = 945, health = 2} val enemy3 = {id = 3, x = 979, y = 945, health = 5}
val enemies = Vector.fromList [enemy1, enemy2, enemy3] val enemies = Vector.fromList [enemy1, enemy2, enemy3]
val enemyTree = Enemy.generateTree enemies val enemyTree = Enemy.generateTree enemies
in in

View File

@@ -7,15 +7,11 @@ struct
val player = Player.runPhysicsAndInput (game, input) val player = Player.runPhysicsAndInput (game, input)
(* check and react to enemy collisions with player projectile *)
val enemies =
ProjectileEnemy.checkCollisions
(#projectiles player, enemies, enemyTree)
val enemyTree = Enemy.generateTree enemies
(* check player-enemy collisions and react *) (* check player-enemy collisions and react *)
val (player, enemies, enemyTree) = val (player, enemies, enemyTree) =
PlayerEnemy.checkCollisions (player, enemies, enemyTree) PlayerEnemy.checkCollisions
(player, enemies, enemyTree, #projectiles player)
in in
{ player = player { player = player
, walls = walls , walls = walls

View File

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

View File

@@ -1,61 +0,0 @@
structure ProjectileEnemy =
struct
open GameType
fun helpCheckColisions (pos, projectileTree, enemies, acc) =
if pos < 0 then
Vector.fromList acc
else
let
val enemy = Vector.sub (enemies, pos)
val {id, health, x, y} = enemy
val size = Enemy.size
val collisions = QuadTree.helpGetCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, [], projectileTree)
(* react to collisions here, possibly removing enemy from acc *)
val acc =
case collisions of
_ :: _ =>
if health = 1 then
(* filter enemy out if decrementing their health by 1
* leads to a health of 0 *)
acc
else
let
(* decrement health by 1 and add to acc *)
val enemy = {id = id, health = health - 1, x = x, y = y}
in
enemy :: acc
end
| [] => enemy :: acc
in
helpCheckColisions (pos - 1, projectileTree, enemies, acc)
end
fun helpGenerateTree (pos, projectiles, acc) =
if pos = Vector.length projectiles then
acc
else
let
val size = Player.defeatedSizeInt
val {x, y, facing = _} = Vector.sub (projectiles, pos)
val acc = QuadTree.insert (x, y, size, size, 0, 0, 1920, 1080, pos, acc)
in
helpGenerateTree (pos + 1, projectiles, acc)
end
fun generateTree projectiles =
helpGenerateTree (0, projectiles, QuadTree.empty)
fun checkCollisions (projectiles, enemies, enemyTree) =
let
val projectileTree = generateTree projectiles
in
helpCheckColisions
(Vector.length enemies - 1, projectileTree, enemies, [])
end
end

18
fcore/projectile.sml Normal file
View File

@@ -0,0 +1,18 @@
structure Projectile =
struct
fun helpGenerateTree (pos, projectiles, acc) =
if pos = Vector.length projectiles then
acc
else
let
val size = Player.defeatedSizeInt
val {x, y, facing = _} = Vector.sub (projectiles, pos)
val acc = QuadTree.insert (x, y, size, size, 0, 0, 1920, 1080, pos, acc)
in
helpGenerateTree (pos + 1, projectiles, acc)
end
fun generateTree projectiles =
helpGenerateTree (0, projectiles, QuadTree.empty)
end

View File

@@ -30,6 +30,10 @@ sig
val getCollisionsBelow: int * int * int * int * int * int * int * int * int * t val getCollisionsBelow: int * int * int * int * int * int * int * int * int * t
-> int list -> int list
val hasCollisionAt: int * int * int * int *
int * int * int * int *
int * t -> bool
end end
structure QuadTree: QUAD_TREE = structure QuadTree: QUAD_TREE =
@@ -180,9 +184,16 @@ struct
end end
fun insert fun insert
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, tree: t , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, tree: t
) = ) =
case tree of case tree of
NODE {topLeft, topRight, bottomLeft, bottomRight, elements} => NODE {topLeft, topRight, bottomLeft, bottomRight, elements} =>
@@ -627,14 +638,29 @@ struct
(itemX, itemY, itemWidth, itemHeight, itemID, 0, elements, acc) (itemX, itemY, itemWidth, itemHeight, itemID, 0, elements, acc)
fun getCollisions fun getCollisions
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, tree , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, tree
) = ) =
helpGetCollisions helpGetCollisions
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, [], tree , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, []
, tree
) )
(* no variant to represent 'no collision' case (* no variant to represent 'no collision' case
@@ -881,14 +907,29 @@ struct
(itemX, itemY, itemWidth, itemHeight, itemID, 0, elements, acc) (itemX, itemY, itemWidth, itemHeight, itemID, 0, elements, acc)
fun getCollisionSides fun getCollisionSides
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, tree , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, tree
) = ) =
helpGetCollisionSides helpGetCollisionSides
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, [], tree , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, []
, tree
) )
fun getCollisionsBelowVec (iX, iY, iW, iH, itemID, pos, elements, acc) = fun getCollisionsBelowVec (iX, iY, iW, iH, itemID, pos, elements, acc) =
@@ -903,19 +944,12 @@ struct
case getCollisionSide (iX, iY, iW, iH, item) of case getCollisionSide (iX, iY, iW, iH, item) of
QUERY_ON_BOTTOM_SIDE => QUERY_ON_BOTTOM_SIDE =>
getCollisionsBelowVec getCollisionsBelowVec
( iX, iY, iW, iH, itemID (iX, iY, iW, iH, itemID, pos + 1, elements, curID :: acc)
, pos + 1, elements, curID :: acc
)
| _ => | _ =>
getCollisionsBelowVec getCollisionsBelowVec
( iX, iY, iW, iH, itemID (iX, iY, iW, iH, itemID, pos + 1, elements, acc)
, pos + 1, elements, acc
)
else else
getCollisionsBelowVec getCollisionsBelowVec (iX, iY, iW, iH, itemID, pos + 1, elements, acc)
( iX, iY, iW, iH, itemID
, pos + 1, elements, acc
)
end end
fun getCollisionsBelowAll (iX, iY, iW, iH, qW, qH, itemID, acc, tree) = fun getCollisionsBelowAll (iX, iY, iW, iH, qW, qH, itemID, acc, tree) =
@@ -943,9 +977,17 @@ struct
getCollisionsBelowVec (iX, iY, iW, iH, itemID, 0, elements, acc) getCollisionsBelowVec (iX, iY, iW, iH, itemID, 0, elements, acc)
fun helpGetCollisionsBelow fun helpGetCollisionsBelow
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, acc, tree: t , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, acc
, tree: t
) = ) =
case tree of case tree of
NODE {topLeft, topRight, bottomLeft, bottomRight, elements} => NODE {topLeft, topRight, bottomLeft, bottomRight, elements} =>
@@ -1086,13 +1128,149 @@ struct
(itemX, itemY, itemWidth, itemHeight, itemID, 0, elements, acc) (itemX, itemY, itemWidth, itemHeight, itemID, 0, elements, acc)
fun getCollisionsBelow fun getCollisionsBelow
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, tree , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, tree
) = ) =
helpGetCollisionsBelow helpGetCollisionsBelow
( itemX, itemY, itemWidth, itemHeight ( itemX
, quadX, quadY, quadWidth, quadHeight , itemY
, itemID, [], tree , itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, []
, tree
) )
fun hasCollisionAtVec (iX, iY, iW, iH, itemID, pos, elements) =
if pos = Vector.length elements then
false
else
let
val item = Vector.sub (elements, pos)
in
isColliding (iX, iY, iW, iH, itemID, item)
orelse hasCollisionAtVec (iX, iY, iW, iH, itemID, pos + 1, elements)
end
fun hasCollisionAt
( itemX
, itemY
, itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
, itemID
, tree
) =
case tree of
NODE {topLeft, topRight, bottomLeft, bottomRight, elements} =>
hasCollisionAtVec
(itemX, itemY, itemWidth, itemHeight, itemID, 0, elements)
orelse
(case
whichQuadrant
( itemX
, itemY
, itemWidth
, itemHeight
, quadX
, quadY
, quadWidth
, quadHeight
)
of
TOP_LEFT =>
let
val halfWidth = quadWidth div 2
val halfHeight = quadHeight div 2
in
hasCollisionAt
( itemX
, itemY
, itemWidth
, itemHeight
, quadX
, quadY
, halfWidth
, halfHeight
, itemID
, topLeft
)
end
| TOP_RIGHT =>
let
val halfWidth = quadWidth div 2
val halfHeight = quadHeight div 2
val middleX = quadX + halfWidth
in
hasCollisionAt
( itemX
, itemY
, itemWidth
, itemHeight
, middleX
, quadY
, halfWidth
, halfHeight
, itemID
, topRight
)
end
| BOTTOM_LEFT =>
let
val halfWidth = quadWidth div 2
val halfHeight = quadHeight div 2
val middleY = quadY + halfHeight
in
hasCollisionAt
( itemX
, itemY
, itemWidth
, itemHeight
, quadX
, middleY
, halfWidth
, halfHeight
, itemID
, bottomLeft
)
end
| BOTTOM_RIGHT =>
let
val halfWidth = quadWidth div 2
val halfHeight = quadHeight div 2
val middleX = quadX + halfWidth
val middleY = quadY + halfHeight
in
hasCollisionAt
( itemX
, itemY
, itemWidth
, itemHeight
, middleX
, middleY
, halfWidth
, halfHeight
, itemID
, bottomRight
)
end
| PARENT_QUADRANT => false)
| LEAF elements =>
hasCollisionAtVec
(itemX, itemY, itemWidth, itemHeight, itemID, 0, elements)
end end

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@@ -17,8 +17,8 @@ fcore/enemy.sml
fcore/game-type.sml fcore/game-type.sml
fcore/player.sml fcore/player.sml
fcore/projectile.sml
fcore/projectile-enemy.sml
fcore/player-enemy.sml fcore/player-enemy.sml
fcore/game-update.sml fcore/game-update.sml