implement left jump/left drop tracing in trace-jump.sml, and verified that it works
This commit is contained in:
@@ -249,9 +249,8 @@ struct
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* So, if we check for jump first, we would always jump before dropping
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* even if jumping is not necessary. *)
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if TraceJump.traceRightDrop (enemy, #id nextPlatform, platformTree) then
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EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM ::
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EnemyPatch.W_X_AXIS MOVE_RIGHT ::
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acc
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EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: EnemyPatch.W_X_AXIS MOVE_RIGHT
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:: acc
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else if TraceJump.traceRightJump (enemy, #id nextPlatform, platformTree) then
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if standingOnArea (enemy, platformTree) then
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EnemyPatch.W_Y_AXIS (JUMPING 0) :: EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
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@@ -261,79 +260,16 @@ struct
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EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
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fun getMoveLeftPatches (nextPlatform, enemy, platformTree, acc) =
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let
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val {x = platX, y = platY, width = platWidth, ...} = nextPlatform
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val platFinishX = platX + platWidth
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val {x = ex, y = ey, yAxis = eyAxis, ...} = enemy
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val xDiff = ex - platX
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in
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if ey > platY then
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(* enemy is lower than next platform so needs to jump *)
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let
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val jumpAmt =
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case eyAxis of
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JUMPING amt => amt
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| _ => 0
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val apexY = ey - (Constants.jumpLimit - jumpAmt)
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val yDiff = platY - apexY
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in
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if yDiff <= xDiff then
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(* enemy can reach platform by jumping *)
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let
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val acc =
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if TraceJump.traceLeftDrop (enemy, #id nextPlatform, platformTree) then
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EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: EnemyPatch.W_X_AXIS MOVE_LEFT
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:: acc
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else if TraceJump.traceLeftJump (enemy, #id nextPlatform, platformTree) then
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if standingOnArea (enemy, platformTree) then
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EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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else
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acc
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in
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EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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end
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EnemyPatch.W_Y_AXIS (JUMPING 0) :: EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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else
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EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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end
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else
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(* platform is below or at same y coordinat as enemy
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* so might possibly require dropping below rather than jumping. *)
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let
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(* check if we can get to next platform without jumping.
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* If we can, then simply move rightwards
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* and possibly drop below platform.
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* Else, jump and move rightwards *)
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val yDiff = platY - ey
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in
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if yDiff >= xDiff then
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(* can reach next platform by simply dropping and moving left *)
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EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM
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:: EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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else
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let
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val jumpAmt =
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case eyAxis of
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JUMPING amt => amt
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| _ => 0
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val apexY = ey - (Constants.jumpLimit - jumpAmt)
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val yDiff = platY - apexY
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in
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if yDiff <= xDiff then
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(* can reach if we jump and move left *)
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let
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val acc =
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if standingOnArea (enemy, platformTree) then
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EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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else
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acc
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in
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EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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end
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else
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(* cannot reach yet so move left until we can *)
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EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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end
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end
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end
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(* get patches to help enemy move to nextPlatformID *)
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fun getPathToNextPlatform
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@@ -368,8 +304,7 @@ struct
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* then move enemy left/right to make them fully overlap with platform *)
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fun getHorizontalLandingPatches (enemy, nextPlatform, acc) =
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case #xAxis enemy of
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STAY_STILL =>
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acc
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STAY_STILL => acc
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| _ =>
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let
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val {x = px, width = pw, ...} = nextPlatform
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@@ -427,15 +362,12 @@ struct
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STAY_STILL =>
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let
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val acc =
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if #x player <= #x enemy then
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EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
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else
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EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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if #x player <= #x enemy then EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
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else EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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in
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acc
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end
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| _ =>
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getPatrollPatches (enemy, wallTree, platformTree, acc)
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| _ => getPatrollPatches (enemy, wallTree, platformTree, acc)
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fun getFollowPatches
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(player: player, enemy, wallTree, platformTree, platforms, acc) =
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@@ -466,8 +398,7 @@ struct
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nextPlatformID :: _ =>
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let
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val acc = EnemyPatch.W_NEXT_PLAT_ID nextPlatformID :: acc
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val acc =
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getPathToNextPlatform
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val acc = getPathToNextPlatform
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( nextPlatformID
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, platforms
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, platformTree
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@@ -479,7 +410,8 @@ struct
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in
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EnemyPatch.W_X_AXIS STAY_STILL :: acc
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end
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| [] => startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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| [] =>
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startPatrolPatches (player, enemy, wallTree, platformTree, acc)
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end
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end
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@@ -168,13 +168,13 @@ struct
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val walls = Vector.fromList [wall1, wall2, wall3]
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val wallTree = Wall.generateTree walls
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val plat1 = {id = 1, x = 155, y = 911, width = 199}
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val plat1 = {id = 1, x = 111, y = 711, width = 199}
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val plat2 = {id = 2, x = 355, y = 759, width = 555}
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val plat3 = {id = 3, x = 355, y = 659, width = 111}
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val plat4 = {id = 4, x = 155, y = 855, width = 99}
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val plat5 = {id = 5, x = 155, y = 811, width = 199}
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val plat6 = {id = 6, x = 155, y = 710, width = 199}
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val plat7 = {id = 7, x = 301, y = 855, width = 99}
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val plat3 = {id = 3, x = 955, y = 659, width = 111}
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val plat4 = {id = 4, x = 455, y = 855, width = 99}
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val plat5 = {id = 5, x = 555, y = 811, width = 199}
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val plat6 = {id = 6, x = 655, y = 710, width = 199}
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val plat7 = {id = 7, x = 701, y = 855, width = 99}
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val plat8 = {id = 8, x = 970, y = 815, width = 303}
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val plat9 = {id = 9, x = 959, y = 705, width = 303}
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val plat10 = {id = 10, x = 970, y = 759, width = 303}
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@@ -184,9 +184,9 @@ struct
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val plat14 = {id = 14, x = 1000, y = 415, width = 303}
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val plat15 = {id = 15, x = 1000, y = 335, width = 303}
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val plat16 = {id = 16, x = 1000, y = 295, width = 303}
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val plat17 = {id = 17, x = 155, y = 599, width = 199}
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val plat18 = {id = 18, x = 155, y = 499, width = 199}
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val plat19 = {id = 19, x = 155, y = 399, width = 199}
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val plat17 = {id = 17, x = 855, y = 599, width = 199}
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val plat18 = {id = 18, x = 755, y = 499, width = 199}
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val plat19 = {id = 19, x = 655, y = 399, width = 199}
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val platforms = Vector.fromList
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[ plat1
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, plat2
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@@ -212,8 +212,8 @@ struct
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val enemy1 =
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{ id = 1
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, x = 251
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, y = 855
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, x = 751
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, y = 555
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, health = 1
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, xAxis = STAY_STILL
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, yAxis = FALLING
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@@ -1,6 +1,8 @@
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structure TraceJump =
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struct
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structure Trace = MakeQuadTreeFold (struct
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structure Trace =
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MakeQuadTreeFold
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(struct
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type env = int
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type state = bool
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@@ -8,7 +10,7 @@ struct
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hasFoundNextPlatID orelse foldPlatID = nextPlatID
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end)
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fun traceRightJumpDescent (x, y, nextPlatID, platTree) =
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fun traceRightDescent (x, y, nextPlatID, platTree) =
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if x >= Constants.worldWidth orelse y >= Constants.worldHeight then
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(* we hit bounds of screen and saw that there was
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* no way to jump to next nextPlatID *)
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@@ -17,62 +19,120 @@ struct
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val shouldJumpRight =
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Trace.foldRegion (x, y, width, height, nextPlatID, false, platTree)
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val shouldJumpRight = Trace.foldRegion
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(x, y, width, height, nextPlatID, false, platTree)
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val nextX = x + Constants.moveEnemyBy
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val nextY = y + Constants.moveEnemyBy
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in
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shouldJumpRight orelse
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traceRightJumpDescent (nextX, nextY, nextPlatID, platTree)
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shouldJumpRight
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orelse traceRightDescent (nextX, nextY, nextPlatID, platTree)
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end
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fun traceRightDrop (enemy, nextPlatID, platTree) =
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fun traceRightDrop (enemy: GameType.enemy, nextPlatID, platTree) =
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let
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open GameType
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val {x, y, ...}: enemy = enemy
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val {x, y, ...} = enemy
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val x = x - Constants.enemySize
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in
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traceRightJumpDescent (x, y, nextPlatID, platTree)
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traceRightDescent (x, y, nextPlatID, platTree)
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end
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fun traceRightJumpAscent (x, y, remainingJump, nextPlatID, platTree) =
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if remainingJump >= Constants.jumpLimit then
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traceRightJumpDescent (x, y, nextPlatID, platTree)
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traceRightDescent (x, y, nextPlatID, platTree)
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else
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val shouldJumpRight =
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Trace.foldRegion (x, y, width, height, nextPlatID, false, platTree)
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val shouldJumpRight = Trace.foldRegion
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(x, y, width, height, nextPlatID, false, platTree)
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val nextX = x + Constants.moveEnemyBy
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val nextY = y - Constants.moveEnemyBy
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val nextJump = remainingJump + Constants.moveEnemyBy
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in
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shouldJumpRight orelse
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shouldJumpRight
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orelse
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traceRightJumpAscent (nextX, nextY, nextJump, nextPlatID, platTree)
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end
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fun traceRightJump (enemy, nextPlatID, platTree) =
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fun traceRightJump (enemy: GameType.enemy, nextPlatID, platTree) =
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let
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open GameType
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val {x, y, ...}: enemy = enemy
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val {x, y, ...} = enemy
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val x = x - Constants.enemySize
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open GameType
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in
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if EnemyPhysics.standingOnArea (x, y, platTree) then
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traceRightJumpAscent (x, y, 0, nextPlatID, platTree)
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else
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case #yAxis enemy of
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JUMPING amt =>
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traceRightJumpAscent (x, y, amt, nextPlatID, platTree)
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| ON_GROUND =>
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traceRightJumpAscent (x, y, 0, nextPlatID, platTree)
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| FALLING =>
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traceRightJumpDescent (x, y, nextPlatID, platTree)
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| DROP_BELOW_PLATFORM =>
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traceRightJumpDescent (x, y, nextPlatID, platTree)
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| FLOATING _ =>
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traceRightJumpDescent (x, y, nextPlatID, platTree)
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JUMPING amt => traceRightJumpAscent (x, y, amt, nextPlatID, platTree)
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| ON_GROUND => traceRightJumpAscent (x, y, 0, nextPlatID, platTree)
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| FALLING => traceRightDescent (x, y, nextPlatID, platTree)
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| DROP_BELOW_PLATFORM => traceRightDescent (x, y, nextPlatID, platTree)
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| FLOATING _ => traceRightDescent (x, y, nextPlatID, platTree)
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end
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fun traceLeftDescent (x, y, nextPlatID, platTree) =
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if x <= 0 orelse y >= Constants.worldHeight then
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false
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else
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val shouldJumpLeft = Trace.foldRegion
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(x, y, width, height, nextPlatID, false, platTree)
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val nextX = x - Constants.moveEnemyBy
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val nextY = y + Constants.moveEnemyBy
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in
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shouldJumpLeft
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orelse traceRightDescent (nextX, nextY, nextPlatID, platTree)
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end
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fun traceLeftDrop (enemy: GameType.enemy, nextPlatID, platTree) =
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let
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val {x, y, ...} = enemy
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val x = x + Constants.enemySize
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in
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traceLeftDescent (x, y, nextPlatID, platTree)
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end
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fun traceLeftJumpAscent (x, y, remainingJump, nextPlatID, platTree) =
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if remainingJump >= Constants.jumpLimit then
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traceLeftDescent (x, y, nextPlatID, platTree)
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else
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let
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val width = Constants.moveEnemyBy
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val height = Constants.worldHeight - y
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val shouldJumpLeft = Trace.foldRegion
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(x, y, width, height, nextPlatID, false, platTree)
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val nextX = x - Constants.moveEnemyBy
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val nextY = y - Constants.moveEnemyBy
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val nextJump = remainingJump + Constants.moveEnemyBy
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in
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shouldJumpLeft
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orelse
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traceLeftJumpAscent (nextX, nextY, nextJump, nextPlatID, platTree)
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end
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fun traceLeftJump (enemy: GameType.enemy, nextPlatID, platTree) =
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let
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val {x, y, ...} = enemy
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val x = x + Constants.enemySize
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open GameType
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in
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if EnemyPhysics.standingOnArea (x, y, platTree) then
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traceLeftJumpAscent (x, y, 0, nextPlatID, platTree)
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else
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case #yAxis enemy of
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JUMPING amt => traceLeftJumpAscent (x, y, amt, nextPlatID, platTree)
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| ON_GROUND => traceLeftJumpAscent (x, y, 0, nextPlatID, platTree)
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| FALLING => traceLeftDescent (x, y, nextPlatID, platTree)
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| DROP_BELOW_PLATFORM => traceLeftDescent (x, y, nextPlatID, platTree)
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| FLOATING _ => traceLeftDescent (x, y, nextPlatID, platTree)
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end
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end
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Reference in New Issue
Block a user