add functionality to have enemies tract to player's attack
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44
fcore/player/player-attack.sml
Normal file
44
fcore/player/player-attack.sml
Normal file
@@ -0,0 +1,44 @@
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structure PlayerAttack =
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struct
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structure AttackEnemies =
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MakeQuadTreeFold
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(struct
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type env = unit
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type state = EnemyMap.t
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open EnemyType
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fun onAttacked
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(enemyID: int, enemy: EnemyType.enemy, enemyMap: EnemyMap.t) =
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case #variant enemy of
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PATROL_SLIME => EnemyMap.remove (enemyID, enemyMap)
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| FOLLOW_SLIME => EnemyMap.remove (enemyID, enemyMap)
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| STRAIGHT_BAT => EnemyMap.remove (enemyID, enemyMap)
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fun fold (enemyID, (), enemyMap) =
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case EnemyMap.get (enemyID, enemyMap) of
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SOME enemy => onAttacked (enemyID, enemy, enemyMap)
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| NONE => enemyMap
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end)
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fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree) =
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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.playerSize
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val x =
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(case facing of
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FACING_RIGHT => x + Constants.playerSize
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| FACING_LEFT => x - length)
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in
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AttackEnemies.foldRegion
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(x, y, length, height, (), enemyMap, enemyTree)
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end
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| _ => enemyMap
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end
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end
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