partial refactoring so we use EnemyMap.t for collection of enemies

This commit is contained in:
2025-02-13 13:36:30 +00:00
parent 265c8db88a
commit c5cea8dcb3
8 changed files with 129 additions and 40 deletions

View File

@@ -10,4 +10,74 @@ struct
val maxNodeSize = 8
end
structure EnemyMap = MakeGapMap (EnemyPair)
structure EnemyMap = MakeGapMap(EnemyPair)
structure EnemyTreeFolder =
struct
structure Pair = EnemyPair
type env = unit
type state = QuadTree.t
fun fold (enemyID, enemy: EnemyType.enemy, (), quadTree) =
let
val {id, x, y, ...} = enemy
val size = Constants.enemySize
in
QuadTree.insert (x, y, size, size, id, quadTree)
end
end
structure MakeEnemyTree = MakeGapMapFolder(EnemyTreeFolder)
structure EnemyDrawVec =
MakeGapMapFolder
(struct
structure Pair = EnemyPair
type env = Real32.real * Real32.real
type state = Real32.real vector list
fun helpGetDrawVec (enemy: EnemyType.enemy, width, height) =
let
val {x, y, ...} = enemy
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 realSize = Constants.enemySizeReal * wratio
in
Block.lerp
(x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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 realSize = Constants.enemySizeReal * hratio
in
Block.lerp
(x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
end
end
fun fold (_, enemy: EnemyType.enemy, (width, height), acc) =
helpGetDrawVec (enemy, width, height) :: acc
end)

View File

@@ -41,7 +41,7 @@ sig
, wallTree: QuadTree.t
, platforms: platform vector
, platformTree: QuadTree.t
, enemies: EnemyType.enemy vector
, enemies: EnemyMap.t
, graph: PlatSet.elem vector vector
, fallingEnemies: EnemyType.falling_enemy vector
}
@@ -93,11 +93,17 @@ struct
, wallTree: QuadTree.t
, platforms: platform vector
, platformTree: QuadTree.t
, enemies: EnemyType.enemy vector
, enemies: EnemyMap.t
, graph: PlatSet.elem vector vector
, fallingEnemies: EnemyType.falling_enemy vector
}
fun enemyMapFromList (hd :: tl, map) =
let val map = EnemyMap.add (#id hd, hd, map)
in enemyMapFromList (tl, map)
end
| enemyMapFromList ([], map) = map
val initial: game_type =
let
val player =
@@ -175,7 +181,7 @@ struct
, batMaxY = 485
, batMinY = 625
}
val enemies = Vector.fromList [enemy1]
val enemies = enemyMapFromList ([enemy1], EnemyMap.empty)
val graph = Graph.fromPlatforms (platforms, platformTree)
in
{ player = player

View File

@@ -13,32 +13,38 @@ struct
, fallingEnemies
} = game
val enemyTree = Enemy.generateTree enemies
val enemyTree = MakeEnemyTree.foldUnordered
( enemies
, ()
, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
)
val player = Player.runPhysicsAndInput (game, input, enemyTree)
val projectiles = #projectiles player
val projectileTree = Projectile.generateTree projectiles
(* update state of falling enemies and possibly filter *)
val fallingEnemies = FallingEnemies.updateList
(Vector.length fallingEnemies - 1, fallingEnemies, player, [])
val (enemies, fallingEnemies) = Enemy.updateEnemyList
( Vector.length enemies - 1
, enemies
, projectiles
, projectileTree
, walls
, wallTree
, platforms
, platformTree
, player
, graph
, []
, fallingEnemies
)
val fallingEnemies = Vector.fromList fallingEnemies
(* update state of falling enemies and possibly filter *)
(* todo: use enemy map
val fallingEnemies = FallingEnemies.updateList
(Vector.length fallingEnemies - 1, fallingEnemies, player, [])
val (enemies, fallingEnemies) = Enemy.updateEnemyList
( Vector.length enemies - 1
, enemies
, projectiles
, projectileTree
, walls
, wallTree
, platforms
, platformTree
, player
, graph
, []
, fallingEnemies
)
val fallingEnemies = Vector.fromList fallingEnemies
*)
in
{ player = player
, walls = walls

View File

@@ -316,7 +316,7 @@ struct
structure FoldEnemies =
MakeQuadTreeFold
(struct
type env = EnemyType.enemy vector * player
type env = EnemyMap.t * player
type state = PlayerPatch.player_patch list
fun getEnemyRecoilPatches (player, playerOnRight, acc) =
@@ -349,14 +349,19 @@ struct
val pFinishX = x + Constants.playerSize
val pHalfW = Constants.playerSize div 2
val pCentreX = x + pHalfW
val {x = ex, y = ey, ...} = Enemy.find (enemyID, enemies)
val eFinishX = ex + Constants.enemySize
val eHalfW = Constants.enemySize div 2
val eCentreX = ex + eHalfW
in
eCentreX < pCentreX
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
@@ -437,10 +442,7 @@ struct
end
val patches =
(* if player is attacking, check if enemies collide with attack
* todo: MAIN_ATTACKING variant should hold an integer,
* and be compared with attackLengthLimit
* and the attack should shrink at some point as well *)
(* if player is attacking, check if enemies collide with attack *)
case #mainAttack player of
MAIN_ATTACKING {length, ...} =>
let

View File

@@ -1,6 +1,6 @@
signature QUAD_TREE =
sig
type t
type t = {tree: QuadTreeType.t, width: int, height: int}
val insert: int * int * int * int * int * t -> t

View File

@@ -1,7 +1,6 @@
$(SML_LIB)/basis/basis.mlb
(* fcore *)
vendored/brolib-sml/src/gap_map.sml
fcore/constants.sml
fcore/collision.sml
@@ -9,6 +8,8 @@ fcore/quad-tree-type.sml
fcore/quad-tree-fold.sml
fcore/quad-tree.sml
vendored/brolib-sml/src/gap_map.sml
fcore/bin-search.sml
fcore/bin-vec.sml

View File

@@ -236,7 +236,11 @@ struct
val game = GameUpdate.update (game, input)
val playerVec = Player.getDrawVec (#player game, width, height)
val enemyVec = Enemy.getDrawVec (#enemies game, width, height)
val enemyVec =
EnemyDrawVec.foldUnordered (#enemies game, (width, height), [])
val enemyVec = Vector.concat enemyVec
val playerVec = Vector.concat [playerVec, enemyVec]
val wallVec = Wall.getDrawVec (#walls game, width, height)