decide on a different structure/module for each collision

This commit is contained in:
2025-01-10 10:12:59 +00:00
parent f9f56e3b38
commit df0926195d
3 changed files with 152 additions and 149 deletions

150
fcore/player-enemy.sml Normal file
View File

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