extract player patch types and functions to its own module
This commit is contained in:
@@ -46,21 +46,6 @@ sig
|
||||
, projectiles: player_projectile vector
|
||||
}
|
||||
|
||||
datatype player_patch =
|
||||
W_X_AXIS of x_axis
|
||||
| W_Y_AXIS of y_axis
|
||||
| W_RECOIL of player_recoil
|
||||
| W_ATTACKED of player_attacked
|
||||
| W_MAIN_ATTACK of main_attack
|
||||
| W_FACING of facing
|
||||
| W_HEALTH of int
|
||||
| W_X of int
|
||||
| W_Y of int
|
||||
| W_JUMP_PRESSED of bool
|
||||
| W_ENEMIES of defeated_enemies vector
|
||||
| W_CHARGE of int
|
||||
| W_PROJECTILES of player_projectile vector
|
||||
|
||||
type enemy =
|
||||
{id: int, health: int, x: int, y: int, xAxis: x_axis, yAxis: y_axis}
|
||||
|
||||
@@ -125,21 +110,6 @@ struct
|
||||
, projectiles: player_projectile vector
|
||||
}
|
||||
|
||||
datatype player_patch =
|
||||
W_X_AXIS of x_axis
|
||||
| W_Y_AXIS of y_axis
|
||||
| W_RECOIL of player_recoil
|
||||
| W_ATTACKED of player_attacked
|
||||
| W_MAIN_ATTACK of main_attack
|
||||
| W_FACING of facing
|
||||
| W_HEALTH of int
|
||||
| W_X of int
|
||||
| W_Y of int
|
||||
| W_JUMP_PRESSED of bool
|
||||
| W_ENEMIES of defeated_enemies vector
|
||||
| W_CHARGE of int
|
||||
| W_PROJECTILES of player_projectile vector
|
||||
|
||||
type enemy =
|
||||
{id: int, health: int, x: int, y: int, xAxis: x_axis, yAxis: y_axis}
|
||||
|
||||
|
||||
@@ -76,7 +76,7 @@ structure PlayerPhysics =
|
||||
MakePhysics
|
||||
(struct
|
||||
type t = GameType.player
|
||||
type patch = GameType.player_patch
|
||||
type patch = PlayerPatch.player_patch
|
||||
|
||||
(* constants for physics *)
|
||||
val moveBy = Constants.movePlayerBy
|
||||
@@ -90,7 +90,7 @@ structure PlayerPhysics =
|
||||
fun getXAxis ({xAxis, ...}: t) = xAxis
|
||||
fun getYAxis ({yAxis, ...}: t) = yAxis
|
||||
|
||||
val W_X = GameType.W_X
|
||||
val W_Y = GameType.W_Y
|
||||
val W_Y_AXIS = GameType.W_Y_AXIS
|
||||
val W_X = PlayerPatch.W_X
|
||||
val W_Y = PlayerPatch.W_Y
|
||||
val W_Y_AXIS = PlayerPatch.W_Y_AXIS
|
||||
end)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
structure PlayerEnemy =
|
||||
struct
|
||||
open GameType
|
||||
open PlayerPatch
|
||||
|
||||
fun getEnemyRecoilPatches (player, playerOnRight, acc) =
|
||||
if playerOnRight then
|
||||
|
||||
320
fcore/player-patch.sml
Normal file
320
fcore/player-patch.sml
Normal file
@@ -0,0 +1,320 @@
|
||||
signature PLAYER_PATCH =
|
||||
sig
|
||||
datatype player_patch =
|
||||
W_X_AXIS of GameType.x_axis
|
||||
| W_Y_AXIS of GameType.y_axis
|
||||
| W_RECOIL of GameType.player_recoil
|
||||
| W_ATTACKED of GameType.player_attacked
|
||||
| W_MAIN_ATTACK of GameType.main_attack
|
||||
| W_FACING of GameType.facing
|
||||
| W_HEALTH of int
|
||||
| W_X of int
|
||||
| W_Y of int
|
||||
| W_JUMP_PRESSED of bool
|
||||
| W_ENEMIES of GameType.defeated_enemies vector
|
||||
| W_CHARGE of int
|
||||
| W_PROJECTILES of GameType.player_projectile vector
|
||||
|
||||
val withPatches: GameType.player * player_patch list -> GameType.player
|
||||
end
|
||||
|
||||
structure PlayerPatch: PLAYER_PATCH =
|
||||
struct
|
||||
datatype player_patch =
|
||||
W_X_AXIS of GameType.x_axis
|
||||
| W_Y_AXIS of GameType.y_axis
|
||||
| W_RECOIL of GameType.player_recoil
|
||||
| W_ATTACKED of GameType.player_attacked
|
||||
| W_MAIN_ATTACK of GameType.main_attack
|
||||
| W_FACING of GameType.facing
|
||||
| W_HEALTH of int
|
||||
| W_X of int
|
||||
| W_Y of int
|
||||
| W_JUMP_PRESSED of bool
|
||||
| W_ENEMIES of GameType.defeated_enemies vector
|
||||
| W_CHARGE of int
|
||||
| W_PROJECTILES of GameType.player_projectile vector
|
||||
|
||||
fun mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
) =
|
||||
{ yAxis = yAxis
|
||||
, xAxis = xAxis
|
||||
, recoil = recoil
|
||||
, attacked = attacked
|
||||
, mainAttack = mainAttack
|
||||
, mainAttackPressed = mainAttackPressed
|
||||
, facing = facing
|
||||
, health = health
|
||||
, x = x
|
||||
, y = y
|
||||
, jumpPressed = jumpPressed
|
||||
, enemies = enemies
|
||||
, charge = charge
|
||||
, projectiles = projectiles
|
||||
}
|
||||
|
||||
fun withPatch (player, patch) =
|
||||
let
|
||||
val
|
||||
{ yAxis
|
||||
, xAxis
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, mainAttackPressed
|
||||
, facing
|
||||
, health
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
} = player
|
||||
in
|
||||
case patch of
|
||||
W_X_AXIS xAxis =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_Y_AXIS yAxis =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_RECOIL recoil =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_ATTACKED attacked =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_MAIN_ATTACK mainAttack =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_FACING facing =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_HEALTH health =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_X x =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_Y y =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_JUMP_PRESSED jumpPressed =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_ENEMIES enemies =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_CHARGE charge =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_PROJECTILES projectiles =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
end
|
||||
|
||||
fun withPatches (player: GameType.player, lst) =
|
||||
case lst of
|
||||
hd :: tl =>
|
||||
let val player = withPatch (player, hd)
|
||||
in withPatches (player, tl)
|
||||
end
|
||||
| [] => player
|
||||
end
|
||||
296
fcore/player.sml
296
fcore/player.sml
@@ -1,289 +1,7 @@
|
||||
structure Player =
|
||||
struct
|
||||
open GameType
|
||||
|
||||
fun mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
) =
|
||||
{ yAxis = yAxis
|
||||
, xAxis = xAxis
|
||||
, recoil = recoil
|
||||
, attacked = attacked
|
||||
, mainAttack = mainAttack
|
||||
, mainAttackPressed = mainAttackPressed
|
||||
, facing = facing
|
||||
, health = health
|
||||
, x = x
|
||||
, y = y
|
||||
, jumpPressed = jumpPressed
|
||||
, enemies = enemies
|
||||
, charge = charge
|
||||
, projectiles = projectiles
|
||||
}
|
||||
|
||||
fun withPatch (player: player, patch) =
|
||||
let
|
||||
val
|
||||
{ yAxis
|
||||
, xAxis
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, mainAttackPressed
|
||||
, facing
|
||||
, health
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
} = player
|
||||
in
|
||||
case patch of
|
||||
W_X_AXIS xAxis =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_Y_AXIS yAxis =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_RECOIL recoil =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_ATTACKED attacked =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_MAIN_ATTACK mainAttack =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_FACING facing =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_HEALTH health =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_X x =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_Y y =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_JUMP_PRESSED jumpPressed =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_ENEMIES enemies =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_CHARGE charge =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
| W_PROJECTILES projectiles =>
|
||||
mkPlayer
|
||||
( health
|
||||
, xAxis
|
||||
, yAxis
|
||||
, x
|
||||
, y
|
||||
, jumpPressed
|
||||
, recoil
|
||||
, attacked
|
||||
, mainAttack
|
||||
, facing
|
||||
, mainAttackPressed
|
||||
, enemies
|
||||
, charge
|
||||
, projectiles
|
||||
)
|
||||
end
|
||||
|
||||
fun withPatches (player: player, lst) =
|
||||
case lst of
|
||||
hd :: tl =>
|
||||
let val player = withPatch (player, hd)
|
||||
in withPatches (player, tl)
|
||||
end
|
||||
| [] => player
|
||||
open PlayerPatch
|
||||
|
||||
(* helper functions checking input *)
|
||||
fun getXAxis (lh, rh) =
|
||||
@@ -689,17 +407,17 @@ struct
|
||||
val player = #player game
|
||||
|
||||
val patches = getProjectilePatches player
|
||||
val player = withPatches (player, patches)
|
||||
val player = PlayerPatch.withPatches (player, patches)
|
||||
|
||||
val patches = getRecoilPatches player
|
||||
val player = withPatches (player, patches)
|
||||
val player = PlayerPatch.withPatches (player, patches)
|
||||
|
||||
val player =
|
||||
(* we only accept and handle input if player is not recoiling *)
|
||||
case #recoil player of
|
||||
NO_RECOIL =>
|
||||
let val patches = getInputPatches (player, input)
|
||||
in withPatches (player, patches)
|
||||
in PlayerPatch.withPatches (player, patches)
|
||||
end
|
||||
| _ => player
|
||||
|
||||
@@ -711,15 +429,15 @@ struct
|
||||
(fn {angle} => {angle = if angle < 360 then angle + 5 else 0}) e
|
||||
val patches = [W_ENEMIES e]
|
||||
in
|
||||
withPatches (player, patches)
|
||||
PlayerPatch.withPatches (player, patches)
|
||||
end
|
||||
|
||||
val patches = PlayerPhysics.getPatches player
|
||||
val player = withPatches (player, patches)
|
||||
val player = PlayerPatch.withPatches (player, patches)
|
||||
|
||||
val patches = getEnvironmentPatches (player, game)
|
||||
in
|
||||
withPatches (player, patches)
|
||||
PlayerPatch.withPatches (player, patches)
|
||||
end
|
||||
|
||||
(* block is placeholder asset *)
|
||||
|
||||
Reference in New Issue
Block a user