restore player-enemy collisions (this time in fcore/game-update.sml)

This commit is contained in:
2024-12-24 19:00:11 +00:00
parent 77c2ed4e62
commit 8e29bad5a3

View File

@@ -56,11 +56,61 @@ struct
| [] => acc
end
fun checkPlayerEnemyCollisions (player, game) =
let
val {x, y, mainAttack, attacked, ...} = player
val {enemies, enemyTree, ...} = game
val size = Player.size
in
case mainAttack of
MAIN_NOT_ATTACKING =>
(case attacked of
NOT_ATTACKED =>
let
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
in
checkEnemies (player, enemies, enemyCollisions, [])
end
| ATTACKED amt =>
if amt = Player.attackedLimit then
(* if reached limit, detect enemies again *)
let
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
val lst = [W_ATTACKED NOT_ATTACKED]
in
checkEnemies (player, enemies, enemyCollisions, lst)
end
else
(* if attacked, don't detect collisions,
* allowing a brief invincibility period as is common in many games
* *)
let
val amt = amt + 1
val attacked = ATTACKED amt
in
[W_ATTACKED attacked]
end)
| MAIN_ATTACKING amt =>
let
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
in
checkEnemiesWhileAttacking (player, enemies, enemyCollisions, [])
end
end
fun update (game, input) =
let
val {player, walls, wallTree, platforms, platformTree, enemies, enemyTree} =
game
val player = Player.runPhysicsAndInput (game, input)
(* check player-enemy collisions and react *)
val playerPatches = checkPlayerEnemyCollisions (player, game)
val player = Player.withPatches (player, playerPatches)
in
{ player = player
, walls = walls