decide on a different structure/module for each collision
This commit is contained in:
150
fcore/player-enemy.sml
Normal file
150
fcore/player-enemy.sml
Normal file
@@ -0,0 +1,150 @@
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structure PlayerEnemy =
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struct
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open GameType
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fun getEnemyRecoilPatches (player, playerOnRight, acc) =
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if playerOnRight then
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let
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val newRecoil = RECOIL_RIGHT 0
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val newAttacked = ATTACKED 0
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in
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W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_LEFT
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:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
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end
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else
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let
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val newRecoil = RECOIL_LEFT 0
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val newAttacked = ATTACKED 0
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in
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W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_RIGHT
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:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
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end
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fun checkEnemies (player: player, enemies: enemy vector, lst, acc) =
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case lst of
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id :: tl =>
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let
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val playerOnRight =
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(* check if collision is closer to left side of enemy or right
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* and then chose appropriate direction to recoil in *)
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let
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val {x, ...} = player
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val pFinishX = x + Player.size
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val pHalfW = Player.size div 2
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val pCentreX = x + pHalfW
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val {x = ex, y = ey, ...} = Enemy.find (id, enemies)
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val eFinishX = ex + Enemy.size
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val eHalfW = Enemy.size div 2
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val eCentreX = ex + eHalfW
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in
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eCentreX < pCentreX
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end
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val acc = getEnemyRecoilPatches (player, playerOnRight, acc)
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in
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checkEnemies (player, enemies, tl, acc)
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end
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| [] => acc
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fun checkEnemiesWhileAttacking (player, enemies, lst, acc) =
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let
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open QuadTree
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in
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case lst of
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enemyID :: tl => (* placeholder *) acc
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| [] => acc
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end
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(* removes enemies from `enemies` vector when that enemy is in collisions *)
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fun filterEnemyCollisions (pos, collisions, enemies: enemy vector, acc) =
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if pos < 0 then
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Vector.fromList acc
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else
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let
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val enemy = Vector.sub (enemies, pos)
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in
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if BinSearch.exists (#id enemy, collisions) then
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(* filter out *)
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filterEnemyCollisions (pos - 1, collisions, enemies, acc)
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else
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(* don't filter out *)
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filterEnemyCollisions (pos - 1, collisions, enemies, enemy :: acc)
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end
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fun checkCollisions (player, game: game_type) =
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let
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val {x, y, mainAttack, attacked, ...} = player
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val {enemies, enemyTree, ...} = game
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val size = Player.size
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in
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case mainAttack of
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MAIN_ATTACKING =>
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let
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(* when attacking, player collision should be larger than player themselves *)
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val x = x - Player.halfSize
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val y = y - Player.halfSize
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val size = size * 2
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val patches =
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checkEnemiesWhileAttacking (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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val enemyCollisions = Vector.fromList enemyCollisions
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val enemies = filterEnemyCollisions
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(Vector.length enemies - 1, enemyCollisions, enemies, [])
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(* add collided enemies to player record,
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* concatenating with the previous enemies defeated *)
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val newDefeated =
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Vector.map (fn id => {angle = 360}) enemyCollisions
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val oldDefeated = #enemies player
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val allDefeated = Vector.concat [oldDefeated, newDefeated]
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val player = Player.withPatches (player, [W_ENEMIES allDefeated])
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in
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(player, enemies)
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end
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| _ =>
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(case attacked of
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NOT_ATTACKED =>
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val patches =
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checkEnemies (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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in
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(player, enemies)
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end
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| ATTACKED amt =>
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if amt = Player.attackedLimit then
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(* if reached limit, detect enemies again *)
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val lst = [W_ATTACKED NOT_ATTACKED]
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val patches =
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checkEnemies (player, enemies, enemyCollisions, lst)
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val player = Player.withPatches (player, patches)
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in
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(player, enemies)
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end
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else
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(* if attacked, don't detect collisions,
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* allowing a brief invincibility period as is common in many games
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* *)
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let
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val amt = amt + 1
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val attacked = ATTACKED amt
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val player = Player.withPatches
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(player, [W_ATTACKED attacked])
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in
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(player, enemies)
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end)
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end
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end
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