trace path we can (move right + jump) using quad tree, as it is easier to implement than a pure math based approach

This commit is contained in:
2025-01-29 19:12:24 +00:00
parent a6b04ff98e
commit fac7a81767
4 changed files with 78 additions and 79 deletions

68
fcore/trace-jump.sml Normal file
View File

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structure TraceJump =
struct
structure Trace = MakeQuadTreeFold (struct
type env = int
type state = bool
fun fold (foldPlatID, nextPlatID, hasFoundNextPlatID) =
hasFoundNextPlatID orelse foldPlatID = nextPlatID
end)
fun traceRightJumpDescent (x, y, nextPlatID, platTree) =
if x >= Constants.worldWidth orelse y >= Constants.worldHeight then
(* we hit bounds of screen and saw that there was
* no way to jump to next nextPlatID *)
false
else
let
val width = Constants.moveEnemyBy
val height = Constants.worldHeight - y
val shouldJumpRight =
Trace.foldRegion (x, y, width, height, nextPlatID, false, platTree)
val nextX = x + Constants.moveEnemyBy
val nextY = y + Constants.moveEnemyBy
in
shouldJumpRight orelse
traceRightJumpDescent (nextX, nextY, nextPlatID, platTree)
end
fun traceRightJumpAscent (x, y, remainingJump, nextPlatID, platTree, nextPlatform) =
if remainingJump >= Constants.jumpLimit then
false
else
let
val width = Constants.moveEnemyBy
val height = Constants.worldHeight - y
val shouldJumpRight =
Trace.foldRegion (x, y, width, height, nextPlatID, false, platTree)
val nextX = x + Constants.moveEnemyBy
val nextY = y - Constants.moveEnemyBy
val nextJump = remainingJump + Constants.moveEnemyBy
in
shouldJumpRight orelse
traceRightJumpAscent (nextX, nextY, nextJump, nextPlatID, platTree, nextPlatform)
end
fun traceRightJump (enemy, nextPlatID, platTree, nextPlat) =
let
open GameType
val {x, y, ...}: enemy = enemy
in
if EnemyPhysics.standingOnArea (x, y, platTree) then
traceRightJumpAscent (x, y, 0, nextPlatID, platTree, nextPlat)
else
case #yAxis enemy of
JUMPING amt =>
traceRightJumpAscent (x, y, amt, nextPlatID, platTree, nextPlat)
| ON_GROUND =>
traceRightJumpAscent (x, y, 0, nextPlatID, platTree, nextPlat)
| FALLING =>
traceRightJumpDescent (x, y, nextPlatID, platTree)
| DROP_BELOW_PLATFORM =>
traceRightJumpDescent (x, y, nextPlatID, platTree)
| FLOATING _ =>
traceRightJumpDescent (x, y, nextPlatID, platTree)
end
end