use timing information introduced in MAIN_ATTACKING case so that a second attack is required to add a falling enemy to the player's list

This commit is contained in:
2025-08-29 13:55:46 +01:00
parent 1f726539da
commit cc2eb419ab
4 changed files with 99 additions and 58 deletions

View File

@@ -22,7 +22,7 @@ sig
, shieldOn: bool , shieldOn: bool
} }
type falling_enemy = {x: int, y: int, variant: variant} type falling_enemy = {x: int, y: int, variant: variant, time: Time.time}
datatype shoot_x_axis = SHOOT_LEFT | SHOOT_RIGHT | NO_SHOOT_X datatype shoot_x_axis = SHOOT_LEFT | SHOOT_RIGHT | NO_SHOOT_X
datatype shoot_y_axis = SHOOT_UP | SHOOT_DOWN | NO_SHOOT_Y datatype shoot_y_axis = SHOOT_UP | SHOOT_DOWN | NO_SHOOT_Y
@@ -52,7 +52,7 @@ struct
, shieldOn: bool , shieldOn: bool
} }
type falling_enemy = {x: int, y: int, variant: variant} type falling_enemy = {x: int, y: int, variant: variant, time: Time.time}
datatype shoot_x_axis = SHOOT_LEFT | SHOOT_RIGHT | NO_SHOOT_X datatype shoot_x_axis = SHOOT_LEFT | SHOOT_RIGHT | NO_SHOOT_X
datatype shoot_y_axis = SHOOT_UP | SHOOT_DOWN | NO_SHOOT_Y datatype shoot_y_axis = SHOOT_UP | SHOOT_DOWN | NO_SHOOT_Y

View File

@@ -41,7 +41,7 @@ struct
fun fold (fallingID, fallingEnemy, (), fallingMap) = fun fold (fallingID, fallingEnemy, (), fallingMap) =
let let
val {x, y, variant} = fallingEnemy val {x, y, variant, time} = fallingEnemy
val size = Constants.enemySize val size = Constants.enemySize
val ww = Constants.worldWidth val ww = Constants.worldWidth
val wh = Constants.worldHeight val wh = Constants.worldHeight
@@ -49,7 +49,11 @@ struct
if Collision.isCollidingPlus (x, y, size, size, 0, 0, ww, wh) then if Collision.isCollidingPlus (x, y, size, size, 0, 0, ww, wh) then
let let
val newFalling = val newFalling =
{x = x, y = y - Constants.moveEnemyBy, variant = variant} { x = x
, y = y - Constants.moveEnemyBy
, variant = variant
, time = time
}
in in
FallingEnemyMap.add (fallingID, newFalling, fallingMap) FallingEnemyMap.add (fallingID, newFalling, fallingMap)
end end
@@ -81,7 +85,7 @@ struct
fun helpGetDrawVec fun helpGetDrawVec
(fallingEnemy, width, height, ratio, xOffset, yOffset, acc) = (fallingEnemy, width, height, ratio, xOffset, yOffset, acc) =
let let
val {x, y, variant = _} = fallingEnemy val {x, y, variant = _, time = _} = fallingEnemy
val x = Real32.fromInt x * ratio + xOffset val x = Real32.fromInt x * ratio + xOffset
val y = Real32.fromInt y * ratio + yOffset val y = Real32.fromInt y * ratio + yOffset

View File

@@ -25,9 +25,8 @@ struct
(player, enemies, enemyTree, fallingEnemies) (player, enemies, enemyTree, fallingEnemies)
val projectiles = #projectiles player val projectiles = #projectiles player
val (fallingEnemies, enemies) = val (fallingEnemies, enemies) = PlayerAttack.projectileHitEnemy
PlayerAttack.projectileHitEnemy (projectiles, enemies, enemyTree, fallingEnemies, time)
(projectiles, enemies, enemyTree, fallingEnemies)
val enemies = Enemy.update val enemies = Enemy.update
(enemies, walls, wallTree, platforms, platformTree, player, graph) (enemies, walls, wallTree, platforms, platformTree, player, graph)

View File

@@ -4,60 +4,78 @@ struct
structure PlayerAttackEnemy = structure PlayerAttackEnemy =
MakeQuadTreeFold MakeQuadTreeFold
(struct (struct
type env = unit type env = Time.time
type state = FallingEnemyMap.t * EnemyMap.t type state = FallingEnemyMap.t * EnemyMap.t
open EnemyType open EnemyType
fun defeatEnemy (enemyID, enemyMap, fallingMap) = fun defeatEnemy (enemyID, enemyMap, fallingMap, time) =
case EnemyMap.get (enemyID, enemyMap) of case EnemyMap.get (enemyID, enemyMap) of
SOME (enemy: EnemyType.enemy) => SOME (enemy: EnemyType.enemy) =>
let let
val {x, y, variant, ...} = enemy val {x, y, variant, ...} = enemy
val fallenEnemy = {x = x, y = y, variant = variant} val fallenEnemy =
val fallingMap = FallingEnemyMap.add (enemyID, fallenEnemy, fallingMap) {x = x, y = y, variant = variant, time = time}
val fallingMap =
FallingEnemyMap.add (enemyID, fallenEnemy, fallingMap)
val enemyMap = EnemyMap.remove (enemyID, enemyMap) val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in in
(fallingMap, enemyMap) (fallingMap, enemyMap)
end end
| NONE => (fallingMap, enemyMap) | NONE => (fallingMap, enemyMap)
fun shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) = fun shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap, time) =
if #shieldOn enemy then (fallingMap, enemyMap) if #shieldOn enemy then (fallingMap, enemyMap)
else defeatEnemy (enemyID, enemyMap, fallingMap) else defeatEnemy (enemyID, enemyMap, fallingMap, time)
fun onPlayerAttack (enemyID, enemy, enemyMap, fallingMap) = fun onPlayerAttack (enemyID, enemy, enemyMap, fallingMap, time) =
case #variant enemy of case #variant enemy of
PATROL_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap) PATROL_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap, time)
| FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap) | FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap, time)
| STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, fallingMap) | STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, fallingMap, time)
| SHIELD_SLIME => | SHIELD_SLIME =>
shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap, time)
fun fold (enemyID, (), (fallingMap, enemyMap)) = fun fold (enemyID, time, (fallingMap, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of case EnemyMap.get (enemyID, enemyMap) of
SOME enemy => SOME enemy =>
onPlayerAttack (enemyID, enemy, enemyMap, fallingMap) onPlayerAttack (enemyID, enemy, enemyMap, fallingMap, time)
| NONE => (fallingMap, enemyMap) | NONE => (fallingMap, enemyMap)
end) end)
structure PlayerAttackFalling = structure PlayerAttackFalling =
MakeQuadTreeFold MakeQuadTreeFold
(struct (struct
type env = unit type env = Time.time
type state = PlayerType.defeated_enemies list * FallingEnemyMap.t type state = PlayerType.defeated_enemies list * FallingEnemyMap.t
fun fold (fallingID, (), (defeatedList, fallingMap)) = open Time
fun fold (fallingID, mainAttackTime, (defeatedList, fallingMap)) =
case FallingEnemyMap.get (fallingID, fallingMap) of
SOME {time = fallingStartTime, ...} =>
if mainAttackTime > fallingStartTime then
let let
val defeatedList = {angle = 1} :: defeatedList val defeatedList = {angle = 1} :: defeatedList
val fallingMap = FallingEnemyMap.remove (fallingID, fallingMap) val fallingMap =
FallingEnemyMap.remove (fallingID, fallingMap)
in in
(defeatedList, fallingMap) (defeatedList, fallingMap)
end end
else
(defeatedList, fallingMap)
| NONE => (defeatedList, fallingMap)
end) end)
fun helpAttackEnemies fun helpAttackEnemies
(projectileX, projectileY, enemyMap, enemyTree, fallingMap, player) = ( projectileX
, projectileY
, enemyMap
, enemyTree
, fallingMap
, player
, mainAttackTime
) =
let let
val width = Constants.projectileWidth val width = Constants.projectileWidth
val height = Constants.projectileHeight val height = Constants.projectileHeight
@@ -68,13 +86,20 @@ struct
, projectileY , projectileY
, width , width
, height , height
, () , mainAttackTime
, ([], fallingMap) , ([], fallingMap)
, fallingTree , fallingTree
) )
val (fallingMap, enemyMap) = PlayerAttackEnemy.foldRegion val (fallingMap, enemyMap) = PlayerAttackEnemy.foldRegion
(projectileX, projectileY, width, height, (), (fallingMap, enemyMap), enemyTree) ( projectileX
, projectileY
, width
, height
, mainAttackTime
, (fallingMap, enemyMap)
, enemyTree
)
val defeatedList = Vector.fromList defeatedList val defeatedList = Vector.fromList defeatedList
val defeatedList = Vector.concat [defeatedList, #enemies player] val defeatedList = Vector.concat [defeatedList, #enemies player]
@@ -91,7 +116,7 @@ struct
val {x, y, facing, mainAttack, ...} = player val {x, y, facing, mainAttack, ...} = player
in in
case mainAttack of case mainAttack of
MAIN_ATTACKING _ => MAIN_ATTACKING {timePressed, ...} =>
(case facing of (case facing of
FACING_RIGHT => FACING_RIGHT =>
let let
@@ -105,6 +130,7 @@ struct
, enemyTree , enemyTree
, fallingMap , fallingMap
, player , player
, timePressed
) )
end end
| FACING_LEFT => | FACING_LEFT =>
@@ -119,6 +145,7 @@ struct
, enemyTree , enemyTree
, fallingMap , fallingMap
, player , player
, timePressed
) )
end) end)
| _ => (player, enemyMap, fallingMap) | _ => (player, enemyMap, fallingMap)
@@ -128,15 +155,16 @@ struct
structure ProjectileHitEnemy = structure ProjectileHitEnemy =
MakeQuadTreeFold MakeQuadTreeFold
(struct (struct
type env = unit type env = Time.time
type state = FallingEnemyMap.t * EnemyMap.t type state = FallingEnemyMap.t * EnemyMap.t
open EnemyType open EnemyType
fun onDefeated (enemyID, enemy, enemyMap, fallingMap) = fun onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime) =
let let
val {x, y, variant, ...} = enemy val {x, y, variant, ...} = enemy
val fallingItem = {x = x, y = y, variant = variant} val fallingItem =
{x = x, y = y, variant = variant, time = currentTime}
val fallingMap = val fallingMap =
FallingEnemyMap.add (enemyID, fallingItem, fallingMap) FallingEnemyMap.add (enemyID, fallingItem, fallingMap)
val enemyMap = EnemyMap.remove (enemyID, enemyMap) val enemyMap = EnemyMap.remove (enemyID, enemyMap)
@@ -144,26 +172,34 @@ struct
(fallingMap, enemyMap) (fallingMap, enemyMap)
end end
fun onShieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) = fun onShieldSlimeAttacked
(enemyID, enemy, enemyMap, fallingMap, currentTime) =
if #shieldOn enemy then (fallingMap, enemyMap) if #shieldOn enemy then (fallingMap, enemyMap)
else onDefeated (enemyID, enemy, enemyMap, fallingMap) else onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
fun onProjectileAttack (enemyID, enemy, enemyMap, fallingMap) = fun onProjectileAttack
(enemyID, enemy, enemyMap, fallingMap, currentTime) =
case #variant enemy of case #variant enemy of
PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap) PATROL_SLIME =>
| FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap) onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
| STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingMap) | FOLLOW_SLIME =>
onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
| STRAIGHT_BAT =>
onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
| SHIELD_SLIME => | SHIELD_SLIME =>
onShieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) onShieldSlimeAttacked
(enemyID, enemy, enemyMap, fallingMap, currentTime)
fun fold (enemyID, (), (fallingMap, enemyMap)) = fun fold (enemyID, currentTime, (fallingMap, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of case EnemyMap.get (enemyID, enemyMap) of
SOME enemy => SOME enemy =>
onProjectileAttack (enemyID, enemy, enemyMap, fallingMap) onProjectileAttack
(enemyID, enemy, enemyMap, fallingMap, currentTime)
| NONE => (fallingMap, enemyMap) | NONE => (fallingMap, enemyMap)
end) end)
fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, fallingMap) = fun helpProjectileHitEnemy
(pos, projectiles, enemyTree, enemyMap, fallingMap, currentTime) =
if pos = Vector.length projectiles then if pos = Vector.length projectiles then
(fallingMap, enemyMap) (fallingMap, enemyMap)
else else
@@ -172,12 +208,14 @@ struct
Vector.sub (projectiles, pos) Vector.sub (projectiles, pos)
val size = Constants.projectileSizeInt val size = Constants.projectileSizeInt
val (fallingMap, enemyMap) = ProjectileHitEnemy.foldRegion val (fallingMap, enemyMap) = ProjectileHitEnemy.foldRegion
(x, y, size, size, (), (fallingMap, enemyMap), enemyTree) (x, y, size, size, currentTime, (fallingMap, enemyMap), enemyTree)
in in
helpProjectileHitEnemy helpProjectileHitEnemy
(pos + 1, projectiles, enemyTree, enemyMap, fallingMap) (pos + 1, projectiles, enemyTree, enemyMap, fallingMap, currentTime)
end end
fun projectileHitEnemy (projectiles, enemyMap, enemyTree, fallingMap) = fun projectileHitEnemy
helpProjectileHitEnemy (0, projectiles, enemyTree, enemyMap, fallingMap) (projectiles, enemyMap, enemyTree, fallingMap, currentTime) =
helpProjectileHitEnemy
(0, projectiles, enemyTree, enemyMap, fallingMap, currentTime)
end end