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