refactor falling_enemy to be contained in FallingEnemyMap, instead of a plain vector

This commit is contained in:
2025-02-15 01:42:29 +00:00
parent 5412a71d30
commit e758a5a13c
6 changed files with 94 additions and 124 deletions

View File

@@ -1,5 +1,6 @@
structure PlayerAttack =
struct
(* - Handle collisions where player hits enemy directly - *)
structure AttackEnemies =
MakeQuadTreeFold
(struct
@@ -58,59 +59,54 @@ struct
| _ => (player, enemyMap)
end
(* - Handle collisions when player's projectile hits enemy - *)
structure ProjectileHitEnemy =
MakeQuadTreeFold
(struct
type env = unit
type state = EnemyType.falling_enemy list * EnemyMap.t
type state = FallingEnemyMap.t * EnemyMap.t
open EnemyType
fun onDefeated (enemyID, enemy, enemyMap, fallingList) =
fun onDefeated (enemyID, enemy, enemyMap, fallingMap) =
let
val {x, y, variant, ...} = enemy
val fallingList = {x = x, y = y, variant = variant} :: fallingList
val fallingItem = {x = x, y = y, variant = variant}
val fallingMap =
FallingEnemyMap.add (enemyID, fallingItem, fallingMap)
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(fallingList, enemyMap)
(fallingMap, enemyMap)
end
fun onProjectileAttack (enemyID, enemy, enemyMap, fallingList) =
fun onProjectileAttack (enemyID, enemy, enemyMap, fallingMap) =
case #variant enemy of
PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
| FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
| STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingList)
PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap)
| FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap)
| STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingMap)
fun fold (enemyID, (), (fallingList, enemyMap)) =
fun fold (enemyID, (), (fallingMap, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy =>
onProjectileAttack (enemyID, enemy, enemyMap, fallingList)
| NONE => (fallingList, enemyMap)
onProjectileAttack (enemyID, enemy, enemyMap, fallingMap)
| NONE => (fallingMap, enemyMap)
end)
fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, newFalling) =
fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, fallingMap) =
if pos = Vector.length projectiles then
(newFalling, enemyMap)
(fallingMap, enemyMap)
else
let
val {x, y, ...}: PlayerType.player_projectile =
Vector.sub (projectiles, pos)
val size = Constants.projectileSizeInt
val (newFalling, enemyMap) = ProjectileHitEnemy.foldRegion
(x, y, size, size, (), (newFalling, enemyMap), enemyTree)
val (fallingMap, enemyMap) = ProjectileHitEnemy.foldRegion
(x, y, size, size, (), (fallingMap, enemyMap), enemyTree)
in
helpProjectileHitEnemy
(pos + 1, projectiles, enemyTree, enemyMap, newFalling)
(pos + 1, projectiles, enemyTree, enemyMap, fallingMap)
end
fun projectileHitEnemy (projectiles, enemyMap, enemyTree, oldFalling) =
let
val (newFalling, enemyMap) = helpProjectileHitEnemy
(0, projectiles, enemyTree, enemyMap, [])
val newFalling = Vector.fromList newFalling
val allFalling = Vector.concat [newFalling, oldFalling]
in
(allFalling, enemyMap)
end
fun projectileHitEnemy (projectiles, enemyMap, enemyTree, fallingMap) =
helpProjectileHitEnemy (0, projectiles, enemyTree, enemyMap, fallingMap)
end