a bit of refactoring and clearer naming

This commit is contained in:
2025-01-12 21:59:33 +00:00
parent 442c489af7
commit 8052ad53f7
4 changed files with 105 additions and 101 deletions

View File

@@ -1,5 +1,15 @@
structure Enemy =
struct
fun helpExists (pos, id, collisions) =
if pos = Vector.length collisions then
false
else
let val current = Vector.sub (collisions, pos)
in current = id orelse helpExists (pos + 1, id, collisions)
end
fun exists (id, collisions) = helpExists (0, id, collisions)
(* called when filtering enemies,
* to adjust enemy data on collision with projectile *)
fun onCollisionWithProjectile (enemy, projectileTree, acc) =
@@ -29,6 +39,34 @@ struct
enemy :: acc
end
(* filter enemy projectiles when player is not attacking *)
fun filterProjectileCollisions (pos, enemies, projectileTree, acc) =
if pos < 0 then
Vector.fromList acc
else
let
val enemy = Vector.sub (enemies, pos)
val acc = onCollisionWithProjectile (enemy, projectileTree, acc)
in
filterProjectileCollisions (pos - 1, enemies, projectileTree, acc)
end
(* 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 filterWhenAttacked (pos, collisions, enemies, 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 onCollisionWithProjectile (enemy, projectileTree, acc)
in
filterWhenAttacked (pos - 1, collisions, enemies, projectileTree, acc)
end
fun helpGenerateTree (pos, enemyVec, acc) =
if pos = Vector.length enemyVec then
acc

View File

@@ -3,90 +3,6 @@ struct
open GameType
open PlayerPatch
fun getEnemyRecoilPatches (player, playerOnRight, acc) =
if playerOnRight then
let
val newRecoil = RECOIL_RIGHT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_LEFT
:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
end
else
let
val newRecoil = RECOIL_LEFT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_RIGHT
:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
end
fun checkEnemies (player: player, enemies: enemy vector, lst, acc) =
case lst of
id :: tl =>
let
val playerOnRight =
(* check if collision is closer to left side of enemy or right
* and then chose appropriate direction to recoil in *)
let
val {x, ...} = player
val pFinishX = x + Constants.playerSize
val pHalfW = Constants.playerSize div 2
val pCentreX = x + pHalfW
val {x = ex, y = ey, ...} = Enemy.find (id, enemies)
val eFinishX = ex + Constants.enemySize
val eHalfW = Constants.enemySize div 2
val eCentreX = ex + eHalfW
in
eCentreX < pCentreX
end
val acc = getEnemyRecoilPatches (player, playerOnRight, acc)
in
checkEnemies (player, enemies, tl, acc)
end
| [] => acc
fun helpExists (pos, id, collisions) =
if pos = Vector.length collisions then
false
else
let val current = Vector.sub (collisions, pos)
in current = id orelse helpExists (pos + 1, id, collisions)
end
fun exists (id, collisions) = helpExists (0, id, collisions)
(* 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 Enemy.onCollisionWithProjectile (enemy, projectileTree, acc)
in
filterEnemyAttacked (pos - 1, collisions, enemies, projectileTree, acc)
end
(* 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 acc = Enemy.onCollisionWithProjectile (enemy, projectileTree, acc)
in
filterEnemyProjectiles (pos - 1, enemies, projectileTree, acc)
end
fun checkCollisions (player, enemies, enemyTree, projectiles) =
let
val {x, y, mainAttack, attacked, ...} = player
@@ -107,7 +23,7 @@ struct
(* filter enemies based on collisions *)
val enemyCollisions = Vector.fromList enemyCollisions
val enemies = filterEnemyAttacked
val enemies = Enemy.filterWhenAttacked
( Vector.length enemies - 1
, enemyCollisions
, enemies
@@ -117,11 +33,7 @@ struct
(* add collided enemies to player record,
* concatenating with the previous enemies defeated *)
val newDefeated =
Vector.map (fn id => {angle = 360}) enemyCollisions
val oldDefeated = #enemies player
val allDefeated = Vector.concat [oldDefeated, newDefeated]
val player = Player.withPatches (player, [W_ENEMIES allDefeated])
val player = Player.concatAttackedEnemies (player, enemyCollisions)
in
(player, enemies)
end
@@ -132,11 +44,11 @@ struct
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
val patches =
checkEnemies (player, enemies, enemyCollisions, [])
val player = Player.withPatches (player, patches)
val player =
Player.enemyCollisionReaction
(player, enemies, enemyCollisions, [])
val enemies = filterEnemyProjectiles
val enemies = Enemy.filterProjectileCollisions
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies)
@@ -148,11 +60,11 @@ struct
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
val lst = [W_ATTACKED NOT_ATTACKED]
val patches =
checkEnemies (player, enemies, enemyCollisions, lst)
val player = Player.withPatches (player, patches)
val player =
Player.enemyCollisionReaction
(player, enemies, enemyCollisions, lst)
val enemies = filterEnemyProjectiles
val enemies = Enemy.filterProjectileCollisions
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies)
@@ -164,10 +76,9 @@ struct
let
val amt = amt + 1
val attacked = ATTACKED amt
val player = Player.withPatches
(player, [W_ATTACKED attacked])
val player = Player.withPatch (player, W_ATTACKED attacked)
val enemies = filterEnemyProjectiles
val enemies = Enemy.filterProjectileCollisions
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies)

View File

@@ -15,6 +15,7 @@ sig
| W_CHARGE of int
| W_PROJECTILES of GameType.player_projectile vector
val withPatch: GameType.player * player_patch -> GameType.player
val withPatches: GameType.player * player_patch list -> GameType.player
end

View File

@@ -440,6 +440,60 @@ struct
PlayerPatch.withPatches (player, patches)
end
fun concatAttackedEnemies (player: player, enemyCollisions) =
let
val newDefeated = Vector.map (fn id => {angle = 360}) enemyCollisions
val oldDefeated = #enemies player
val allDefeated = Vector.concat [oldDefeated, newDefeated]
in
PlayerPatch.withPatch (player, W_ENEMIES allDefeated)
end
fun getEnemyRecoilPatches (player, playerOnRight, acc) =
if playerOnRight then
let
val newRecoil = RECOIL_RIGHT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_LEFT
:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
end
else
let
val newRecoil = RECOIL_LEFT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_RIGHT
:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
end
fun enemyCollisionReaction (player: player, enemies: enemy vector, lst, acc) =
case lst of
id :: tl =>
let
val playerOnRight =
(* check if collision is closer to left side of enemy or right
* and then chose appropriate direction to recoil in *)
let
val {x, ...} = player
val pFinishX = x + Constants.playerSize
val pHalfW = Constants.playerSize div 2
val pCentreX = x + pHalfW
val {x = ex, y = ey, ...} = Enemy.find (id, enemies)
val eFinishX = ex + Constants.enemySize
val eHalfW = Constants.enemySize div 2
val eCentreX = ex + eHalfW
in
eCentreX < pCentreX
end
val acc = getEnemyRecoilPatches (player, playerOnRight, acc)
in
enemyCollisionReaction (player, enemies, tl, acc)
end
| [] => PlayerPatch.withPatches (player, acc)
(* block is placeholder asset *)
fun helpGetDrawVec (x, y, size, width, height, attacked, mainAttack) =
case mainAttack of