write code for new loop implementation of dijkstra's algorithm, which uses a precomputed graphy; however, this is not used yet as we need to add the graph to the game type first, and pass it along with other parameters, down to the path-finding.sml function

This commit is contained in:
2025-01-31 04:10:58 +00:00
parent a24ada0f37
commit f3a0b2bc81
2 changed files with 73 additions and 5 deletions

View File

@@ -23,19 +23,24 @@ struct
, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
)
fun helpFind (findNum, vec, low, high) =
fun helpFindPos (findNum, vec, low, high) =
let
val mid = low + ((high - low) div 2)
val platform = Vector.sub (vec, mid)
val {id = curNum, x = _, y = _, width = _} = platform
in
if curNum = findNum then platform
else if curNum < findNum then helpFind (findNum, vec, mid + 1, high)
else helpFind (findNum, vec, low, mid - 1)
if curNum = findNum then mid
else if curNum < findNum then helpFindPos (findNum, vec, mid + 1, high)
else helpFindPos (findNum, vec, low, mid - 1)
end
fun findPos (findNum, vec) =
helpFindPos (findNum, vec, 0, Vector.length vec - 1)
fun find (findNum, vec) =
helpFind (findNum, vec, 0, Vector.length vec - 1)
let val pos = findPos (findNum, vec)
in Vector.sub (vec, pos)
end
fun helpGetDrawVecWider
(pos, platVec, acc, winWidth, winHeight, ratio, yOffset) =