begin parameterising level so that it fits into larger type (with different modes like TITLE, LEVEL, SETTINGS, etc.)

This commit is contained in:
2025-02-18 13:16:52 +00:00
parent b426ddbdd1
commit afe878c05d
33 changed files with 235 additions and 218 deletions

View File

@@ -0,0 +1,150 @@
structure PlayerAttack =
struct
(* - Handle collisions where player hits enemy directly - *)
structure PlayerAttackEnemy =
MakeQuadTreeFold
(struct
type env = unit
type state = PlayerType.defeated_enemies list * EnemyMap.t
open EnemyType
fun defeatEnemy (enemyID, enemyMap, defeatedList) =
let
val defeatedList = {angle = 1} :: defeatedList
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(defeatedList, enemyMap)
end
fun shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList) =
if #shieldOn enemy then (defeatedList, enemyMap)
else defeatEnemy (enemyID, enemyMap, defeatedList)
fun onPlayerAttack (enemyID, enemy, enemyMap, defeatedList) =
case #variant enemy of
PATROL_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
| FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
| STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, defeatedList)
| SHIELD_SLIME =>
shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList)
fun fold (enemyID, (), (defeatedList, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy =>
onPlayerAttack (enemyID, enemy, enemyMap, defeatedList)
| NONE => (defeatedList, enemyMap)
end)
structure PlayerAttackFalling =
MakeQuadTreeFold
(struct
type env = unit
type state = PlayerType.defeated_enemies list * FallingEnemyMap.t
fun fold (fallingID, (), (defeatedList, fallingMap)) =
let
val defeatedList = {angle = 1} :: defeatedList
val fallingMap = FallingEnemyMap.remove (fallingID, fallingMap)
in
(defeatedList, fallingMap)
end
end)
fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree, fallingMap) =
let
open PlayerType
val {x, y, facing, mainAttack, ...} = player
in
case mainAttack of
MAIN_ATTACKING {length, ...} =>
let
open EntityType
val height = Constants.playerHeight
val x =
(case facing of
FACING_RIGHT => x + Constants.playerWidth
| FACING_LEFT => x - length)
val (defeatedList, enemyMap) = PlayerAttackEnemy.foldRegion
(x, y, length, height, (), ([], enemyMap), enemyTree)
val fallingTree = FallingEnemies.generateTree fallingMap
val (defeatedList, fallingMap) = PlayerAttackFalling.foldRegion
( x
, y
, length
, height
, ()
, (defeatedList, fallingMap)
, fallingTree
)
val defeatedList = Vector.fromList defeatedList
val defeatedList = Vector.concat [defeatedList, #enemies player]
val player =
PlayerPatch.withPatch (player, PlayerPatch.W_ENEMIES defeatedList)
in
(player, enemyMap, fallingMap)
end
| _ => (player, enemyMap, fallingMap)
end
(* - Handle collisions when player's projectile hits enemy - *)
structure ProjectileHitEnemy =
MakeQuadTreeFold
(struct
type env = unit
type state = FallingEnemyMap.t * EnemyMap.t
open EnemyType
fun onDefeated (enemyID, enemy, enemyMap, fallingMap) =
let
val {x, y, variant, ...} = enemy
val fallingItem = {x = x, y = y, variant = variant}
val fallingMap =
FallingEnemyMap.add (enemyID, fallingItem, fallingMap)
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(fallingMap, enemyMap)
end
fun onShieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) =
if #shieldOn enemy then (fallingMap, enemyMap)
else onDefeated (enemyID, enemy, enemyMap, fallingMap)
fun onProjectileAttack (enemyID, enemy, enemyMap, fallingMap) =
case #variant enemy of
PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap)
| FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap)
| STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingMap)
| SHIELD_SLIME =>
onShieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap)
fun fold (enemyID, (), (fallingMap, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy =>
onProjectileAttack (enemyID, enemy, enemyMap, fallingMap)
| NONE => (fallingMap, enemyMap)
end)
fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, fallingMap) =
if pos = Vector.length projectiles then
(fallingMap, enemyMap)
else
let
val {x, y, ...}: PlayerType.player_projectile =
Vector.sub (projectiles, pos)
val size = Constants.projectileSizeInt
val (fallingMap, enemyMap) = ProjectileHitEnemy.foldRegion
(x, y, size, size, (), (fallingMap, enemyMap), enemyTree)
in
helpProjectileHitEnemy
(pos + 1, projectiles, enemyTree, enemyMap, fallingMap)
end
fun projectileHitEnemy (projectiles, enemyMap, enemyTree, fallingMap) =
helpProjectileHitEnemy (0, projectiles, enemyTree, enemyMap, fallingMap)
end

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@@ -0,0 +1,377 @@
signature PLAYER_PATCH =
sig
datatype player_patch =
W_X_AXIS of EntityType.x_axis
| W_Y_AXIS of EntityType.y_axis
| W_FACING of EntityType.facing
| W_RECOIL of PlayerType.player_recoil
| W_ATTACKED of PlayerType.player_attacked
| W_MAIN_ATTACK of PlayerType.main_attack
| W_HEALTH of int
| W_X of int
| W_Y of int
| W_JUMP_PRESSED of bool
| W_MAIN_ATTACK_PRESSED of bool
| W_ENEMIES of PlayerType.defeated_enemies vector
| W_CHARGE of int
| W_PROJECTILES of PlayerType.player_projectile vector
| W_PLAT_ID of int
val withPatch: PlayerType.player * player_patch -> PlayerType.player
val withPatches: PlayerType.player * player_patch list -> PlayerType.player
end
structure PlayerPatch: PLAYER_PATCH =
struct
datatype player_patch =
W_X_AXIS of EntityType.x_axis
| W_Y_AXIS of EntityType.y_axis
| W_FACING of EntityType.facing
| W_RECOIL of PlayerType.player_recoil
| W_ATTACKED of PlayerType.player_attacked
| W_MAIN_ATTACK of PlayerType.main_attack
| W_HEALTH of int
| W_X of int
| W_Y of int
| W_JUMP_PRESSED of bool
| W_MAIN_ATTACK_PRESSED of bool
| W_ENEMIES of PlayerType.defeated_enemies vector
| W_CHARGE of int
| W_PROJECTILES of PlayerType.player_projectile vector
| W_PLAT_ID of int
fun mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
) =
{ 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
, platID = platID
}
fun withPatch (player, patch) =
let
val
{ yAxis
, xAxis
, recoil
, attacked
, mainAttack
, mainAttackPressed
, facing
, health
, x
, y
, jumpPressed
, enemies
, charge
, projectiles
, platID
} = player
in
case patch of
W_X_AXIS xAxis =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_Y_AXIS yAxis =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_RECOIL recoil =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_ATTACKED attacked =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_MAIN_ATTACK mainAttack =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_FACING facing =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_HEALTH health =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_X x =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_Y y =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_JUMP_PRESSED jumpPressed =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_MAIN_ATTACK_PRESSED mainAttackPressed =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_ENEMIES enemies =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_CHARGE charge =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_PROJECTILES projectiles =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
| W_PLAT_ID platID =>
mkPlayer
( health
, xAxis
, yAxis
, x
, y
, jumpPressed
, recoil
, attacked
, mainAttack
, facing
, mainAttackPressed
, enemies
, charge
, projectiles
, platID
)
end
fun withPatches (player: PlayerType.player, lst) =
case lst of
hd :: tl =>
let val player = withPatch (player, hd)
in withPatches (player, tl)
end
| [] => player
end

View File

@@ -0,0 +1,223 @@
structure PlayerSprite =
struct
fun lerp (startX, startY, drawWidth, drawHeight, windowWidth, windowHeight, r, g, b) : Real32.real vector =
let
val endY = windowHeight - startY
val startY = windowHeight - (startY + drawHeight)
val endX = startX + drawWidth
val windowHeight = windowHeight / 2.0
val windowWidth = windowWidth / 2.0
in
#[ (((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.950000047684)) + (endY * 0.950000047684)) / windowHeight) - 1.0,
r,
g,
b,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
r,
g,
b,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
r,
g,
b,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
r,
g,
b,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.950000047684)) + (endY * 0.950000047684)) / windowHeight) - 1.0,
r,
g,
b,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.950000047684)) + (endY * 0.950000047684)) / windowHeight) - 1.0,
r,
g,
b,
(((startX * (1.0 - 0.3125)) + (endX * 0.3125)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.0)) + (endY * 0.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.3125)) + (endX * 0.3125)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.25)) + (endX * 0.25)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.25)) + (endX * 0.25)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.25)) + (endX * 0.25)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.0)) + (endY * 0.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.3125)) + (endX * 0.3125)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.0)) + (endY * 0.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.6875)) + (endX * 0.6875)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.0)) + (endY * 0.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.6875)) + (endX * 0.6875)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.75)) + (endX * 0.75)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.75)) + (endX * 0.75)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.75)) + (endX * 0.75)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.0)) + (endY * 0.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.6875)) + (endX * 0.6875)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.0)) + (endY * 0.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.950000047684)) + (endY * 0.950000047684)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.950000047684)) + (endY * 0.950000047684)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.950000047684)) + (endY * 0.950000047684)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 1.0)) + (endX * 1.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 1.0)) + (endX * 1.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.9375)) + (endX * 0.9375)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 1.0)) + (endX * 1.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 1.0)) + (endX * 1.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 1.0)) + (endX * 1.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 1.0)) + (endX * 1.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.25)) + (endY * 0.25)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0)) + (endX * 0.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0)) + (endX * 0.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0625)) + (endX * 0.0625)) / windowWidth) - 1.0,
(((startY * (1.0 - 0.200000017881)) + (endY * 0.200000017881)) / windowHeight) - 1.0,
0.0,
0.0,
0.0,
(((startX * (1.0 - 0.0)) + (endX * 0.0)) / windowWidth) - 1.0,
(((startY * (1.0 - 1.0)) + (endY * 1.0)) / windowHeight) - 1.0,
0.0,
0.0,
0.0
]
end
end

View File

@@ -0,0 +1,33 @@
structure PlayerType =
struct
datatype player_recoil = NO_RECOIL | RECOIL_LEFT of int | RECOIL_RIGHT of int
datatype player_attacked = NOT_ATTACKED | ATTACKED of int
datatype main_attack =
MAIN_NOT_ATTACKING
| MAIN_ATTACKING of {length: int, growing: bool}
| MAIN_THROWING
type defeated_enemies = {angle: int}
type player_projectile = {x: int, y: int, facing: EntityType.facing}
type player =
{ yAxis: EntityType.y_axis
, xAxis: EntityType.x_axis
, recoil: player_recoil
, attacked: player_attacked
, mainAttack: main_attack
, mainAttackPressed: bool
, facing: EntityType.facing
, health: int
, x: int
, y: int
, jumpPressed: bool
, enemies: defeated_enemies vector
, charge: int
, projectiles: player_projectile vector
, platID: int
}
end

View File

@@ -0,0 +1,718 @@
structure Player =
struct
open PlayerPatch
open EntityType
open PlayerType
(* helper functions checking input *)
fun getXAxis (lh, rh) =
case (lh, rh) of
(false, false) => STAY_STILL
| (false, true) => MOVE_RIGHT
| (true, false) => MOVE_LEFT
| (true, true) => STAY_STILL
fun getFacing (facing, xAxis) =
case xAxis of
STAY_STILL => facing
| MOVE_LEFT => FACING_LEFT
| MOVE_RIGHT => FACING_RIGHT
(* function returns default yAxis when neither up/down are pressed
* or both are pressed.
*
* In the case where the user was previously jumping,
* we enter the floating stage, because it's normal for games
* to have a very brief floating/gliding period before applying gravity.
*
* In the case where the user was previously floating, we want the player to
* keep floating at this point (another function will apply gravity if we
* floated enough).
*
* In every other case, we return the FALLING variant,
* which has the same effect as returning the ON_GROUND variant,
* except that it means gravity is applied if we walk off a platform.
* *)
fun defaultYAxis prevAxis =
case prevAxis of
JUMPING _ => FLOATING 0
| FLOATING _ => prevAxis
| DROP_BELOW_PLATFORM => prevAxis
| _ => FALLING
(* We want to prevent a double jump
* or jumping while the player is falling
* so we only switch to the JUMPING case if the player
* is on the ground. *)
fun onJumpPressed (prevAxis, jumpPressed) =
case prevAxis of
ON_GROUND =>
if jumpPressed then (* apply gravity *) FALLING else JUMPING 0
| _ => prevAxis
fun getJumpPatches (player, jumpHeld, downHeld, acc) =
let
val {yAxis, jumpPressed, ...} = player
in
case (jumpHeld, downHeld) of
(false, false) =>
let
val yAxis = defaultYAxis yAxis
val jumpPressed = false
in
W_JUMP_PRESSED jumpPressed :: W_Y_AXIS yAxis :: acc
end
| (true, true) =>
let val yAxis = defaultYAxis yAxis
in W_Y_AXIS yAxis :: acc
end
| (true, false) =>
let
val yAxis = onJumpPressed (yAxis, jumpPressed)
val jumpPressed = true
in
W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc
end
| (false, true) =>
let
val jumpPressed = false
val yAxis = DROP_BELOW_PLATFORM
in
W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc
end
end
(* called only when player has no projectiles or was not previously attacking *)
fun helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc) =
let
val attack =
if attackHeld andalso not mainAttackPressed then
MAIN_ATTACKING {length = 3, growing = true}
else
MAIN_NOT_ATTACKING
in
W_MAIN_ATTACK_PRESSED (attackHeld andalso mainAttackPressed)
:: W_MAIN_ATTACK attack :: acc
end
fun degreesToRadians degrees = Real32.fromInt degrees * Constants.projectilePi
fun defeatedEnemiesToProjectiles
(pos, defeteadEnemies, player as {x, y, facing, ...}, acc) =
if pos = Vector.length defeteadEnemies then
Vector.fromList acc
else
let
val halfProjectileSize = Constants.projectileSize / 2.0
val diffX = Constants.halfPlayerWidthReal - halfProjectileSize
val diffY = Constants.halfPlayerHeightReal - halfProjectileSize
val x = Real32.fromInt x + diffX
val y = Real32.fromInt y + diffY
val {angle} = Vector.sub (defeteadEnemies, pos)
val angle = degreesToRadians angle
val x = ((Real32.Math.cos angle) * Constants.projectileDistance) + x
val y = ((Real32.Math.sin angle) * Constants.projectileDistance) + y
val x = Real32.toInt IEEEReal.TO_NEAREST x
val y = Real32.toInt IEEEReal.TO_NEAREST y
val acc = {x = x, y = y, facing = facing} :: acc
in
defeatedEnemiesToProjectiles (pos + 1, defeteadEnemies, player, acc)
end
fun getThrowPatches (defeteadEnemies, projectiles, player, acc) =
let
val newProjectiles =
defeatedEnemiesToProjectiles (0, defeteadEnemies, player, [])
(* concatenate new projectiles with previous projectiles *)
val allProjectiles = Vector.concat [newProjectiles, projectiles]
(* remove defeated enemies from player record *)
val enemies = Vector.fromList []
in
W_MAIN_ATTACK MAIN_THROWING :: W_PROJECTILES allProjectiles
:: W_ENEMIES enemies :: acc
end
fun getMainAttackPatches
( prevAttack
, defeteadEnemies
, projectiles
, attackHeld
, charge
, player
, acc
, mainAttackPressed
) =
case prevAttack of
MAIN_NOT_ATTACKING =>
if
attackHeld andalso not mainAttackPressed
andalso Vector.length defeteadEnemies > 0
then
(* shoot projectiles if player was not attacking previously,
* and there is more than one enemy *)
getThrowPatches (defeteadEnemies, projectiles, player, acc)
else
helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc)
| MAIN_ATTACKING {length, growing} =>
let
val mainAttack =
if growing then
if length < Constants.attackLengthLimit then
let val newLength = length + Constants.moveProjectileBy
in MAIN_ATTACKING {length = newLength, growing = true}
end
else
let
val newLength = length - Constants.moveProjectileBy
in
if newLength <= 0 then MAIN_NOT_ATTACKING
else MAIN_ATTACKING {length = newLength, growing = false}
end
else
let
val newLength = length - Constants.moveProjectileBy
in
if newLength <= 0 then MAIN_NOT_ATTACKING
else MAIN_ATTACKING {length = newLength, growing = false}
end
in
W_MAIN_ATTACK_PRESSED true :: W_MAIN_ATTACK mainAttack :: acc
end
| MAIN_THROWING =>
if attackHeld then
acc
else
helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc)
fun getInputPatches (player: player, input) =
let
val
{ x
, y
, yAxis
, jumpPressed
, facing
, mainAttack
, mainAttackPressed
, charge
, enemies
, projectiles
, ...
} = player
val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, jumpHeld} = input
val xAxis = getXAxis (leftHeld, rightHeld)
val facing = getFacing (facing, xAxis)
val charge = (* todo: rework charge *) charge
val acc = [W_X_AXIS xAxis, W_FACING facing, W_CHARGE charge]
val acc = getMainAttackPatches
( mainAttack
, enemies
, projectiles
, attackHeld
, charge
, player
, acc
, mainAttackPressed
)
val acc = getJumpPatches (player, jumpHeld, downHeld, acc)
in
acc
end
fun getRecoilPatches (player: player, patches) =
case #recoil player of
NO_RECOIL => patches
| RECOIL_LEFT recoiled =>
(* if player is recoiling, don't accept or adjust any input.
* However, if player has reached the recoil limit, exit the recoil
* state and accept input.
* *)
if recoiled = Constants.recoilLimit then
W_RECOIL NO_RECOIL :: patches
else
let
val {x, y, health, attacked, facing, xAxis, ...} = player
(* difference between RECOIL_LEFT and RECOIL_RIGHT
* is the direction player moves back in *)
val x = x - 5
val xAxis = STAY_STILL
val yAxis = FALLING
val jumpPressed = false
val recoiled = recoiled + 1
val recoil = RECOIL_LEFT recoiled
val facing = getFacing (facing, xAxis)
in
W_X x :: W_X_AXIS xAxis :: W_Y_AXIS yAxis
:: W_JUMP_PRESSED jumpPressed :: W_RECOIL recoil :: W_FACING facing
:: patches
end
| RECOIL_RIGHT recoiled =>
if recoiled = Constants.recoilLimit then
W_RECOIL NO_RECOIL :: patches
else
let
val {x, y, health, attacked, facing, xAxis, ...} = player
val x = x + 5
val xAxis = STAY_STILL
val yAxis = FALLING
val jumpPressed = false
val recoiled = recoiled + 1
val recoil = RECOIL_RIGHT recoiled
val facing = getFacing (facing, xAxis)
in
W_X x :: W_X_AXIS xAxis :: W_Y_AXIS yAxis
:: W_JUMP_PRESSED jumpPressed :: W_RECOIL recoil :: W_FACING facing
:: patches
end
fun helpMoveProjectiles (pos, projectiles, acc) =
if pos < 0 then
Vector.fromList acc
else
let
val {x, y, facing} = Vector.sub (projectiles, pos)
in
if x <= 0 orelse x >= Constants.worldWidth then
(* filter out since projectile is not visible *)
helpMoveProjectiles (pos - 1, projectiles, acc)
else
let
val x =
case facing of
FACING_LEFT => x - Constants.moveProjectileBy
| FACING_RIGHT => x + Constants.moveProjectileBy
val newTile = {x = x, y = y, facing = facing}
val acc = newTile :: acc
in
helpMoveProjectiles (pos - 1, projectiles, acc)
end
end
fun getProjectilePatches ({projectiles, ...}: player) =
let
val newProjectiles = helpMoveProjectiles
(Vector.length projectiles - 1, projectiles, [])
in
[W_PROJECTILES newProjectiles]
end
structure FoldEnemies =
MakeQuadTreeFold
(struct
type env = EnemyMap.t * player
type state = PlayerPatch.player_patch list
fun getEnemyRecoilPatches (player, playerOnRight, acc) =
if playerOnRight then
let
val newRecoil = RECOIL_RIGHT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked
:: W_FACING FACING_LEFT :: W_Y_AXIS FALLING
:: W_X_AXIS STAY_STILL :: acc
end
else
let
val newRecoil = RECOIL_LEFT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked
:: W_FACING FACING_RIGHT :: W_Y_AXIS FALLING
:: W_X_AXIS STAY_STILL :: acc
end
fun fold (enemyID, (enemies, player: player), patches) =
let
val playerOnRight =
(* check if collision is closer to left side of enemy or right
* and then chose appropriate direction to recoil in *)
let
val {x, ...} = player
val pFinishX = x + Constants.playerWidth
val pHalfW = Constants.playerWidth div 2
val pCentreX = x + pHalfW
in
case EnemyMap.get (enemyID, enemies) of
SOME {x = ex, y = ey, ...} =>
let
val eFinishX = ex + Constants.enemySize
val eHalfW = Constants.enemySize div 2
val eCentreX = ex + eHalfW
in
eCentreX < pCentreX
end
| NONE => false
end
val patches =
getEnemyRecoilPatches (player, playerOnRight, patches)
in
W_ATTACKED (ATTACKED 0) :: patches
end
end)
structure AttackEnemies =
MakeQuadTreeFold
(struct
type env = unit
type state = defeated_enemies list
fun fold (_, (), defeatedList) = {angle = 1} :: defeatedList
end)
fun runPhysicsAndInput (game: LevelType.level_type, input) =
let
val player = #player game
val patches = getProjectilePatches player
val patches = getRecoilPatches (player, patches)
val player = PlayerPatch.withPatches (player, patches)
val patches =
(* we only accept and handle input if player is not recoiling.
* It's important to apply the recoil patches after handling input
* because we want to act on the latest recoil state straight away. *)
case #recoil player of
NO_RECOIL => getInputPatches (player, input)
| _ => []
val patches =
(* control timer for how long player should be immune to damage
* after being attacked *)
case #attacked player of
ATTACKED amt =>
if amt >= Constants.attackedLimit then
W_ATTACKED NOT_ATTACKED :: patches
else
W_ATTACKED (ATTACKED (amt + 1)) :: patches
| _ => patches
(* animate projectiles *)
val player =
let
val e = #enemies player
val e =
Vector.map
(fn {angle} => {angle = if angle < 360 then angle + 5 else 0}) e
val patches = W_ENEMIES e :: patches
in
PlayerPatch.withPatches (player, patches)
end
val patches = PlayerPhysics.getPhysicsPatches player
val player = PlayerPatch.withPatches (player, patches)
val {walls, wallTree, platforms, platformTree, ...} = game
val patches = PlayerPhysics.getEnvironmentPatches
(player, walls, wallTree, platforms, platformTree)
in
PlayerPatch.withPatches (player, patches)
end
(* player reaction to collisions with enemies.
* We only detect collisions if player is not in invincibility period
* after being previously attacked. *)
fun checkEnemyCollisions (player: PlayerType.player, enemies, enemyTree) =
case #attacked player of
ATTACKED _ => player
| _ =>
let
val {x, y, ...} = player
val ew = Constants.playerWidth
val eh = Constants.playerHeight
val env = (enemies, player)
val state = []
val patches = FoldEnemies.foldRegion
(x, y, ew, eh, env, state, enemyTree)
in
PlayerPatch.withPatches (player, patches)
end
(* todo: check which enemies are being attacked by player,
* updating player's 'defeatedEnemies' field (if enemy's health would reach 0)
* and updating enemy (if enemy's health wouldn't reach 0, decrement health)
val patches =
(* if player is attacking, check if enemies collide with attack *)
case #mainAttack player of
MAIN_ATTACKING {length, ...} =>
let
val height = Constants.playerSize
val {x, y, facing, enemies, ...} = player
val x =
(case facing of
FACING_RIGHT => x + Constants.playerSize
| FACING_LEFT => x - length)
val state = []
(* detect collisions from enemies who are hit by attack *)
val newDefeated = AttackEnemies.foldRegion
(x, y, length, height, (), state, enemyTree)
(* detect collisions from falling enemies too *)
val fallingTree =
FallingEnemies.generateTree (#fallingEnemies game)
val newDefeated = AttackEnemies.foldRegion
(x, y, length, height, (), newDefeated, fallingTree)
val allDefeated =
Vector.concat [Vector.fromList newDefeated, enemies]
in
W_ENEMIES allDefeated :: patches
end
| _ => patches
in
PlayerPatch.withPatches (player, patches)
end
*)
(* todo: add attacked enemies to player's 'enemies' field *)
fun concatAttackedEnemies (player: player, enemyCollisions) =
let
val newDefeated = Vector.map (fn id => {angle = 360}) enemyCollisions
val oldDefeated = #enemies player
val allDefeated = Vector.concat [oldDefeated, newDefeated]
in
PlayerPatch.withPatch (player, W_ENEMIES allDefeated)
end
(*** DRAWING FUNCTIONS ***)
(* block is placeholder asset *)
fun helpGetDrawVec
(x, y, realWidth, realHeight, width, height, attacked, mainAttack) =
let
val (r, g, b) =
case attacked of
NOT_ATTACKED => (1.0, 1.0, 1.0)
| ATTACKED amt =>
if amt mod 5 = 0 then
(1.0, 1.0, 1.0)
else
(1.0, 0.75, 0.75)
in
PlayerSprite.lerp (x, y, realWidth, realHeight, width, height, r, g, b)
end
fun getDrawVec (player: player, width, height) =
let
val {x, y, attacked, mainAttack, ...} = player
val wratio = width / Constants.worldWidthReal
val hratio = height / Constants.worldHeightReal
in
if wratio < hratio then
let
val scale = Constants.worldHeightReal * wratio
val yOffset =
if height > scale then (height - scale) / 2.0
else if height < scale then (scale - height) / 2.0
else 0.0
val x = Real32.fromInt x * wratio
val y = Real32.fromInt y * wratio + yOffset
val realWidth = Constants.playerWidthReal * wratio
val realHeight = Constants.playerHeightReal * wratio
in
helpGetDrawVec
(x, y, realWidth, realHeight, width, height, attacked, mainAttack)
end
else
let
val scale = Constants.worldWidthReal * hratio
val xOffset =
if width > scale then (width - scale) / 2.0
else if width < scale then (scale - width) / 2.0
else 0.0
val x = Real32.fromInt x * hratio + xOffset
val y = Real32.fromInt y * hratio
val realWidth = Constants.playerWidthReal * hratio
val realHeight = Constants.playerHeightReal * hratio
in
helpGetDrawVec
(x, y, realWidth, realHeight, width, height, attacked, mainAttack)
end
end
fun getFieldVec (player: player, width, height) =
case #mainAttack player of
MAIN_ATTACKING {length, ...} =>
let
val {x, y, facing, ...} = player
val wratio = width / Constants.worldWidthReal
val hratio = height / Constants.worldHeightReal
val x =
case #facing player of
FACING_RIGHT => x + Constants.playerWidth
| FACING_LEFT => x - length
in
if wratio < hratio then
let
val scale = Constants.worldHeightReal * wratio
val yOffset =
if height > scale then (height - scale) / 2.0
else if height < scale then (scale - height) / 2.0
else 0.0
val x = Real32.fromInt x * wratio
val y = Real32.fromInt y * wratio + yOffset
val realLength = Real32.fromInt length * wratio
val realHeight = Constants.playerHeightReal * wratio
val {charge, ...} = player
val alpha = Real32.fromInt charge / 60.0
in
case facing of
FACING_RIGHT =>
ChainEdgeRight.lerp
(x, y, realLength, realHeight, width, height, 0.5, 0.5, 0.5)
| FACING_LEFT =>
ChainEdgeLeft.lerp
(x, y, realLength, realHeight, width, height, 0.5, 0.5, 0.5)
end
else
let
val scale = Constants.worldWidthReal * hratio
val xOffset =
if width > scale then (width - scale) / 2.0
else if width < scale then (scale - width) / 2.0
else 0.0
val x = Real32.fromInt x * hratio + xOffset
val y = Real32.fromInt y * hratio
val realLength = Real32.fromInt length * hratio
val realHeight = Constants.playerHeightReal * hratio
val {charge, ...} = player
val alpha = Real32.fromInt charge / 60.0
in
case facing of
FACING_RIGHT =>
ChainEdgeRight.lerp
(x, y, realLength, realHeight, width, height, 0.5, 0.5, 0.5)
| FACING_LEFT =>
ChainEdgeLeft.lerp
(x, y, realLength, realHeight, width, height, 0.5, 0.5, 0.5)
end
end
| _ => Vector.fromList []
fun helpGetPelletVec
( playerX
, playerY
, pos
, enemies
, width
, height
, ratio
, xOffset
, yOffset
, acc
) =
if pos = Vector.length enemies then
Vector.concat acc
else
let
val {angle} = Vector.sub (enemies, pos)
(* convert degrees to radians *)
val angle = degreesToRadians angle
(* calculate pellet's x and y *)
val pelletX =
((Real32.Math.cos angle) * Constants.projectileDistance) + playerX
val pelletX = pelletX * ratio + xOffset
val pelletY =
((Real32.Math.sin angle) * Constants.projectileDistance) + playerY
val pelletY = pelletY * ratio + yOffset
val defeatedSize = Constants.projectileSize * ratio
val vec = Field.lerp
( pelletX
, pelletY
, defeatedSize
, defeatedSize
, width
, height
, 0.3
, 0.9
, 0.3
, 1.0
)
val acc = vec :: acc
in
helpGetPelletVec
( playerX
, playerY
, pos + 1
, enemies
, width
, height
, ratio
, xOffset
, yOffset
, acc
)
end
fun getPelletVec (player: player, width, height) =
if Vector.length (#enemies player) = 0 then
Vector.fromList []
else
let
val {x, y, enemies, ...} = player
(* get centre (x, y) coordinates of player *)
val halfProjectileSize = Constants.projectileSize / 2.0
val diffX = Constants.halfPlayerWidthReal - halfProjectileSize
val diffY = Constants.halfPlayerHeightReal - halfProjectileSize
val x = Real32.fromInt x + diffX
val y = Real32.fromInt y + diffY
val wratio = width / Constants.worldWidthReal
val hratio = height / Constants.worldHeightReal
in
if wratio < hratio then
let
val scale = Constants.worldHeightReal * wratio
val yOffset =
if height > scale then (height - scale) / 2.0
else if height < scale then (scale - height) / 2.0
else 0.0
in
helpGetPelletVec
(x, y, 0, enemies, width, height, wratio, 0.0, yOffset, [])
end
else
let
val scale = Constants.worldWidthReal * hratio
val xOffset =
if width > scale then (width - scale) / 2.0
else if width < scale then (scale - width) / 2.0
else 0.0
in
helpGetPelletVec
(x, y, 0, enemies, width, height, hratio, xOffset, 0.0, [])
end
end
end