begin parameterising level so that it fits into larger type (with different modes like TITLE, LEVEL, SETTINGS, etc.)
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133
fcore/level/enemy/enemy.sml
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133
fcore/level/enemy/enemy.sml
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@@ -0,0 +1,133 @@
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structure Enemy =
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struct
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(* - Updating state of enemies per loop - *)
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structure UpdateEnemies =
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MakeGapMapMapper
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(struct
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structure Pair = EnemyPair
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type env =
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{ walls: Wall.t vector
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, wallTree: QuadTree.t
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, platforms: Platform.t vector
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, platformTree: QuadTree.t
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, player: PlayerType.player
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, graph: PlatSet.elem vector vector
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}
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type state = EnemyMap.t
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fun map (enemy, env) =
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let
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val {walls, wallTree, platforms, platformTree, player, graph} = env
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in
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EnemyBehaviour.updateEnemyState
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(enemy, walls, wallTree, platforms, platformTree, player, graph)
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end
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end)
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fun update (enemies, walls, wallTree, platforms, platformTree, player, graph) =
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let
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val env =
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{ walls = walls
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, wallTree = wallTree
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, platforms = platforms
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, platformTree = platformTree
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, player = player
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, graph = graph
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}
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in
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UpdateEnemies.map (enemies, env)
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end
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(* - Generating enemy tree - *)
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structure EnemyTree =
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MakeGapMapFolder
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(struct
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structure Pair = EnemyPair
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type env = unit
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type state = QuadTree.t
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fun fold (enemyID, enemy: EnemyType.enemy, (), quadTree) =
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let
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val {id, x, y, ...} = enemy
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val size = Constants.enemySize
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in
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QuadTree.insert (x, y, size, size, id, quadTree)
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end
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end)
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fun generateTree enemies =
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EnemyTree.foldUnordered
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( enemies
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, ()
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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(* - Drawing enemies - *)
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structure EnemyDrawVec =
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MakeGapMapFolder
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(struct
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structure Pair = EnemyPair
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type env = Real32.real * Real32.real
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type state = Real32.real vector list
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fun helpGetDrawVec (enemy: EnemyType.enemy, width, height) =
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let
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val {x, y, variant, ...} = enemy
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
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open EnemyType
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val (r, g, b) =
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case variant of
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PATROL_SLIME => (0.5, 0.5, 1.0)
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| FOLLOW_SLIME => (1.0, 0.5, 0.5)
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| STRAIGHT_BAT => (0.55, 0.55, 0.55)
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| SHIELD_SLIME =>
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if #shieldOn enemy then (0.33, 0.33, 0.11)
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else (0.5, 0.5, 1.0)
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in
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if wratio < hratio then
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let
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val scale = Constants.worldHeightReal * wratio
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val yOffset =
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if height > scale then (height - scale) / 2.0
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else if height < scale then (scale - height) / 2.0
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else 0.0
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val x = Real32.fromInt x * wratio
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val y = Real32.fromInt y * wratio + yOffset
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val realSize = Constants.enemySizeReal * wratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, r, g, b)
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end
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else
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let
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val scale = Constants.worldWidthReal * hratio
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val xOffset =
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if width > scale then (width - scale) / 2.0
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else if width < scale then (scale - width) / 2.0
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else 0.0
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val x = Real32.fromInt x * hratio + xOffset
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val y = Real32.fromInt y * hratio
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val realSize = Constants.enemySizeReal * hratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, r, g, b)
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end
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end
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fun fold (_, enemy: EnemyType.enemy, (width, height), acc) =
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helpGetDrawVec (enemy, width, height) :: acc
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end)
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fun getDrawVec (enemies, width, height) =
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let val vec = EnemyDrawVec.foldUnordered (enemies, (width, height), [])
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in Vector.concat vec
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end
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end
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