separate RECOIL state to RECOIL_LEFT and RECOIL_RIGHT, telling us which direction player reccoils from
This commit is contained in:
@@ -12,17 +12,17 @@ struct
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val floatLimit = 3
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val recoilLimit = 5
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fun mkPlayer (health, xAxis, yAxis, x, y, jumpPressed, reaction) =
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fun mkPlayer (health, xAxis, yAxis, x, y, jumpPressed, recoil) =
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{ yAxis = yAxis
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, xAxis = xAxis
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, reaction = reaction
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, recoil = recoil
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, health = health
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, x = x
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, y = y
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, jumpPressed = jumpPressed
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}
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fun checkWalls (yAxis, xAxis, x, y, health, jumpPressed, reaction, lst, game: game_type) =
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fun checkWalls (yAxis, xAxis, x, y, health, jumpPressed, recoil, lst, game: game_type) =
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let
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open QuadTree
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in
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@@ -35,7 +35,7 @@ struct
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val newX = wallX + wallWidth
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in
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checkWalls (yAxis, xAxis, newX, y, health, jumpPressed, reaction, tl, game)
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checkWalls (yAxis, xAxis, newX, y, health, jumpPressed, recoil, tl, game)
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end
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| (QUERY_ON_RIGHT_SIDE, wallID) :: tl =>
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let
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@@ -45,7 +45,7 @@ struct
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val newX = wallX - size
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in
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checkWalls (yAxis, xAxis, newX, y, health, jumpPressed, reaction, tl, game)
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checkWalls (yAxis, xAxis, newX, y, health, jumpPressed, recoil, tl, game)
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end
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| (QUERY_ON_BOTTOM_SIDE, wallID) :: tl =>
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let
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@@ -55,17 +55,17 @@ struct
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val newY = wallY - size
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in
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checkWalls
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(ON_GROUND, xAxis, x, newY, health, jumpPressed, reaction, tl, game)
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(ON_GROUND, xAxis, x, newY, health, jumpPressed, recoil, tl, game)
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end
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| (QUERY_ON_TOP_SIDE, wallID) :: tl =>
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checkWalls (yAxis, xAxis, x, y, health, jumpPressed, reaction, tl, game)
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checkWalls (yAxis, xAxis, x, y, health, jumpPressed, recoil, tl, game)
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| [] =>
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mkPlayer (health, xAxis, yAxis, x, y, jumpPressed, reaction)
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mkPlayer (health, xAxis, yAxis, x, y, jumpPressed, recoil)
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end
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fun helpCheckPlatforms
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( yAxis, xAxis, x, y, health
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, jumpPressed, reaction
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, jumpPressed, recoil
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, platList, wallList, game
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) =
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let
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@@ -77,11 +77,11 @@ struct
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DROP_BELOW_PLATFORM =>
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(* pass through, allowing player to drop below the platform *)
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helpCheckPlatforms
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(yAxis, xAxis, x, y, health, jumpPressed, reaction, tl, wallList, game)
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(yAxis, xAxis, x, y, health, jumpPressed, recoil, tl, wallList, game)
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| JUMPING _ =>
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(* pass through, allowing player to jump above the platform *)
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helpCheckPlatforms
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(yAxis, xAxis, x, y, health, jumpPressed, reaction, tl, wallList, game)
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(yAxis, xAxis, x, y, health, jumpPressed, recoil, tl, wallList, game)
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| _ =>
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let
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(* default case:
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@@ -104,13 +104,13 @@ struct
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val newY = platY - size
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in
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helpCheckPlatforms
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(ON_GROUND, xAxis, x, newY, health, jumpPressed, reaction, tl, wallList, game)
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(ON_GROUND, xAxis, x, newY, health, jumpPressed, recoil, tl, wallList, game)
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end)
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| [] =>
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checkWalls (yAxis, xAxis, x, y, health, jumpPressed, reaction, wallList, game)
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checkWalls (yAxis, xAxis, x, y, health, jumpPressed, recoil, wallList, game)
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end
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fun checkPlatforms (yAxis, xAxis, x, y, health, jumpPressed, reaction, game) =
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fun checkPlatforms (yAxis, xAxis, x, y, health, jumpPressed, recoil, game) =
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let
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val {wallTree, platformTree, ...} = game
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val platCollisions = QuadTree.getCollisionsBelow
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@@ -120,12 +120,12 @@ struct
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(x, y, size, size, 0, 0, 1920, 1080, 0, wallTree)
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in
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helpCheckPlatforms
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( yAxis, xAxis, x, y, health, jumpPressed, reaction
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( yAxis, xAxis, x, y, health, jumpPressed, recoil
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, platCollisions, wallCollisions, game
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)
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end
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fun helpMove (x, y, xAxis, yAxis, health, jumpPressed, reaction, game) =
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fun helpMove (x, y, xAxis, yAxis, health, jumpPressed, recoil, game) =
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let
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(* check against wall quad tree *)
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val desiredX =
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@@ -137,28 +137,28 @@ struct
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case yAxis of
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ON_GROUND =>
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checkPlatforms
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(yAxis, xAxis, desiredX, y, health, jumpPressed, reaction, game)
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(yAxis, xAxis, desiredX, y, health, jumpPressed, recoil, game)
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| FLOATING floated =>
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let
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val yAxis =
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if floated = floatLimit then FALLING else FLOATING (floated + 1)
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in
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checkPlatforms
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(yAxis, xAxis, desiredX, y, health, jumpPressed, reaction, game)
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(yAxis, xAxis, desiredX, y, health, jumpPressed, recoil, game)
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end
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| FALLING =>
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let
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val desiredY = y + moveBy
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in
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checkPlatforms
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(yAxis, xAxis, desiredX, desiredY, health, jumpPressed, reaction, game)
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(yAxis, xAxis, desiredX, desiredY, health, jumpPressed, recoil, game)
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end
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| DROP_BELOW_PLATFORM =>
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let
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val desiredY = y + moveBy
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in
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checkPlatforms
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(yAxis, xAxis, desiredX, desiredY, health, jumpPressed, reaction, game)
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(yAxis, xAxis, desiredX, desiredY, health, jumpPressed, recoil, game)
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end
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| JUMPING jumped =>
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if jumped + moveBy > jumpLimit then
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@@ -167,7 +167,7 @@ struct
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val newYAxis = FLOATING 0
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in
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checkPlatforms
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(newYAxis, xAxis, desiredX, y, health, jumpPressed, reaction, game)
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(newYAxis, xAxis, desiredX, y, health, jumpPressed, recoil, game)
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end
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else
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(* jump *)
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@@ -178,7 +178,7 @@ struct
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in
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checkPlatforms
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( newYAxis, xAxis, desiredX, desiredY
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, health, jumpPressed, reaction, game
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, health, jumpPressed, recoil, game
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)
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end
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end
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@@ -220,7 +220,7 @@ struct
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ON_GROUND => if jumpPressed then prevAxis else JUMPING 0
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| _ => prevAxis
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fun handleInput (game: game_type, input, reaction) =
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fun handleInput (game: game_type, input, recoil) =
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let
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val {x, y, yAxis, health, jumpPressed, ...} = #player game
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val {leftHeld, rightHeld, upHeld, downHeld} = input
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@@ -233,53 +233,72 @@ struct
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val yAxis = defaultYAxis yAxis
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val jumpPressed = false
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in
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, reaction, game)
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, recoil, game)
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end
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| (true, true) =>
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let val yAxis = defaultYAxis yAxis
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in helpMove (x, y, xAxis, yAxis, health, jumpPressed, reaction, game)
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in helpMove (x, y, xAxis, yAxis, health, jumpPressed, recoil, game)
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end
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| (true, false) =>
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let
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val yAxis = onJumpPressed (yAxis, jumpPressed)
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val jumpPressed = true
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in
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, reaction, game)
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, recoil, game)
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end
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| (false, true) =>
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let
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val jumpPressed = false
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val yAxis = DROP_BELOW_PLATFORM
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in
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, reaction, game)
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, recoil, game)
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end
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end
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fun move (game: game_type, input) =
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let
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val player = #player game
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val reaction = #reaction player
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val recoil = #recoil player
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in
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case reaction of
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NO_REACTION => handleInput (game, input, reaction)
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| RECOIL recoiled =>
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case recoil of
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NO_RECOIL => handleInput (game, input, recoil)
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| RECOIL_LEFT recoiled =>
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(* if player is recoiling, don't accept or adjust any input.
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* However, if player has reached the recoil limit, exit the recoil
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* state and accept input.
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* *)
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if recoiled = recoilLimit then
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handleInput (game, input, NO_REACTION)
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handleInput (game, input, NO_RECOIL)
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else
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let
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val {x, y, health, ...} = player
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(* difference between RECOIL_LEFT and RECOIL_RIGHT
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* is the direction player moves back in *)
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val x = x - 5
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val xAxis = STAY_STILL
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val yAxis = FALLING
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val jumpPressed = false
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val recoiled = recoiled + 1
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val reaction = RECOIL recoiled
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val recoil = RECOIL_LEFT recoiled
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in
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, reaction, game)
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, recoil, game)
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end
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| RECOIL_RIGHT recoiled =>
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if recoiled = recoilLimit then
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handleInput (game, input, NO_RECOIL)
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else
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let
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val {x, y, health, ...} = player
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val x = x + 5
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val xAxis = STAY_STILL
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val yAxis = FALLING
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val jumpPressed = false
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val recoiled = recoiled + 1
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val recoil = RECOIL_RIGHT recoiled
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in
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helpMove (x, y, xAxis, yAxis, health, jumpPressed, recoil, game)
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end
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end
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