begin parameterising level so that it fits into larger type (with different modes like TITLE, LEVEL, SETTINGS, etc.)
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58
fcore/level/projectile.sml
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58
fcore/level/projectile.sml
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@@ -0,0 +1,58 @@
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structure Projectile =
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struct
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fun helpGetProjectileVec
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(pos, projectiles, width, height, ratio, xOffset, yOffset, acc) =
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if pos = Vector.length projectiles then
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Vector.concat acc
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else
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let
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val {x, y, ...} = Vector.sub (projectiles, pos)
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val x = Real32.fromInt x * ratio + xOffset
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val y = Real32.fromInt y * ratio + yOffset
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val size = Constants.projectileSize * ratio
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val vec = Field.lerp
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(x, y, size, size, width, height, 0.3, 0.9, 0.3, 1.0)
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val acc = vec :: acc
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in
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helpGetProjectileVec
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(pos + 1, projectiles, width, height, ratio, xOffset, yOffset, acc)
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end
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fun getProjectileVec (player: PlayerType.player, width, height) =
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let
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val {projectiles, ...} = player
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val wratio = width / 1920.0
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val hratio = height / 1080.0
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in
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if wratio < hratio then
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let
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val scale = 1080.0 * 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 xOffset = 0.0
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in
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helpGetProjectileVec
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(0, projectiles, width, height, wratio, xOffset, yOffset, [])
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end
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else
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let
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val scale = 1920.0 * 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 yOffset = 0.0
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in
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helpGetProjectileVec
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(0, projectiles, width, height, hratio, xOffset, yOffset, [])
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end
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end
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end
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