a bit of refactoring and clearer naming
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user