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fac7a81767
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trace path we can (move right + jump) using quad tree, as it is easier to implement than a pure math based approach
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2025-01-29 19:12:24 +00:00 |
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a6b04ff98e
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implement functor to fold over quad tree
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2025-01-29 07:34:48 +00:00 |
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7138a05cd3
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move quad tree helper functions which are useful in quad-tree.sml and will be useful in quad-tree-fold.sml, to quad-tree-type.sml, so quad-tree.sml only exports public API suitable for users
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2025-01-29 07:07:54 +00:00 |
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abeff178c6
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fix bug of enemy occasionally dropping off platform occasionally (incorrect int comparison in getMoveLeftPatches function)
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2025-01-29 02:56:21 +00:00 |
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e2f5f18089
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when enemy jumps or drops without needing to move horizontally to reach platform, tell enemy to stay still so we don't risk falling off platform
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2025-01-29 02:23:44 +00:00 |
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296e120d12
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delete redundant case statement in enemy-behaviour.sml, where bestPath is empty (same case expression is repeated in startPatrolPatches function so doesn't need to be repeated)
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2025-01-29 00:45:49 +00:00 |
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5d590c84a9
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add code for FOLLOW_SLIME to patrol in the same direction the player is in, when slime reaches a new platform.
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2025-01-29 00:22:48 +00:00 |
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3ced9c8d1d
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restore ability to drop below platform in physics.sml
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2025-01-27 23:55:15 +00:00 |
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9b7d7a1396
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fix compile errors after previous commit (which involved reimplementing the quad tree to eliminate the possibility of a class of bugs I was experiencing; the problem was that the quad bounds were being passed recursively in different functions, but the long argument list in these functions made it difficult to see where the mismatch was)
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2025-01-27 23:41:59 +00:00 |
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6369be21fa
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tentatively refactor quad tree to make it more succinct + eliminate a class of potential bugs (passing wrong quad values through recursion)
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2025-01-27 23:27:52 +00:00 |
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42b42220d0
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fully restructure quad tree from one that holds overlapping items in parent nodes, into one that holds overlapping items in each quadrant instead
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2025-01-27 06:04:52 +00:00 |
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b7a609b447
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fix quad tree queries (queries should not choose only one quadrant because they may validly visit two or more quadrants if query covers two leaf nodes), resulting in regressions. Fix one regression: reimplement wall patches (this time also optimised because there is no intgermediary list)
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2025-01-27 04:52:49 +00:00 |
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1c4ff62744
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small amendment to getPatrolPatches: make sure enemy is always fully on platform while patrolling (does not go off edge) as this is more predictable + looks better
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2025-01-26 23:32:20 +00:00 |
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8f7bb3bb16
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when FOLLOW_SLIME has no following to do, call patrol patches so that it at least patrols area
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2025-01-26 14:22:27 +00:00 |
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bb0cf6bd33
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better path landing implemented, making sure enemy fully overlaps platform they are trying to reach, and enemy's jump is clearer (before, when enemy landed on platform, they went straight to the top of the platform, but now they jump a little over the platform which looks clearer)
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2025-01-26 13:23:20 +00:00 |
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c25afb6f03
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small amendment do getMoveLeftPatches (change how yDiff is calculated, (platY - ey) instead of (ey - platY)
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2025-01-25 19:43:56 +00:00 |
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3885cc5cbc
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make path incentivisation less aggressive (prefer reaching goal by going through fewer platforms if possible).
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2025-01-25 18:36:30 +00:00 |
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6c3621cb3f
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decrease cost of straight vertical and straight horizontal paths compared to diagonal ones, to make it look like enemy is travelling a more coherent path
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2025-01-25 13:55:58 +00:00 |
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616d97e6fd
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verify that getMoveRightPatches works as intended through manual testing and platform placement adjustments
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2025-01-25 09:53:54 +00:00 |
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4cf1afb8cd
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add some additional platforms to game-type.sml for better testing
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2025-01-25 09:26:30 +00:00 |
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01d9c2bd47
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refactor physics.sml so that we always set plat ID of player/enemy, when player or enemy stands on new platform, and make changes to enemy-behaviour.sml in calculation to jump to the top-right after testing
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2025-01-25 09:17:58 +00:00 |
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c7ed5d3cce
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refactor player and enemy records to have a platID field (representing the last platform that player or enemy stood on), and fix resulting compile errors
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2025-01-25 08:41:42 +00:00 |
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c8f56f3077
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attempt at coding functionality to jump/drop when platform is to the right and not overlapping with current platform
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2025-01-25 08:34:05 +00:00 |
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d8af1da6de
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prevent subscript error from occurring by validating eID and pID are both different from ~1, as the PathFinding.start function expects this to be the case
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2025-01-25 00:48:56 +00:00 |
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0be8e0dc5f
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progress coding function to make FOLLOW_SLIME go rightwards if next platform is towards the right
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2025-01-25 00:23:30 +00:00 |
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7a5517571d
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add functionality for enemy to walk to appropriate position if next platform is below current one, but only partially overlapping with current platform so enemy will not reach it if they drop down from current position
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2025-01-24 22:51:20 +00:00 |
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5e6a831add
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write 'getJumpPatches' function in a slightly less redundant way
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2025-01-24 09:48:57 +00:00 |
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d07b0a35ca
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amend minor regression bug: in 'canJump' function, check to make sure prevPlatform is lower than nextPlatform
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2025-01-24 02:12:04 +00:00 |
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02d94fc3c7
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handle not-so-uncommon edge case: when platform enemy is on can be jumped from to reach next platform, but enemy is not in a position to jump (top platform slightly overlaps bottom platform in x-axis), make enemy walk left/right first so enemy reaches point where it is possible to jump from
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2025-01-24 02:09:20 +00:00 |
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e644160e38
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enemy dropping below platform (without any bugs) is fully implemented now
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2025-01-23 01:06:16 +00:00 |
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efbf0c7da9
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progress towards letting enemy drop below platform if path to player is there
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2025-01-23 00:01:15 +00:00 |
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174a99a5a0
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switch implementation of heap from being based on heap.sml (heap as described by one of Chris Okasaki's papers) to being based on bin-vec.sml (simple vector storing elements in sorted order); more performant this way for cache reasons
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2025-01-22 18:22:34 +00:00 |
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c8c1818d24
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fix platform data in game-type.sml (platform 2 and platform 5 had their IDs swapped for testing purposes, but they kept their previous position in the platforms vector, and because we rely on platforms being ordered and being able to perform binary search in the platforms vector, that caused inconsistencies
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2025-01-22 00:01:34 +00:00 |
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6c1c6b9a04
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progress making enemy follow player
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2025-01-21 23:54:53 +00:00 |
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282d72b840
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rip out print statements which were solely for debugging
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2025-01-21 22:46:04 +00:00 |
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72924ae084
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instead of folding through quad tree to find reachable platforms, fold through platforms instead
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2025-01-21 21:20:57 +00:00 |
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f948d060ea
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progress with fixing path finding
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2025-01-21 00:19:38 +00:00 |
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8498fab1dc
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fix bin-vec.sml to store sorted element properly, in order
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2025-01-20 12:23:30 +00:00 |
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4e5219fccc
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fix bug with value inserted into ValSet: before, the value inserted into the 'from' field was the ID of the current platform, but this is incorrect as it is circular. To fix, the 'from' field now contains the ID of the previous platform which this platform was found from
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2025-01-20 11:17:00 +00:00 |
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9c46e09ce4
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amend 'foldRegion' function in MakeQuadFolder functor, by ensuring we don't visit only one child if item has coordinates in more than one child
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2025-01-20 10:46:09 +00:00 |
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6783dac9e0
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a bit of bug fixing regarding implementation of dijstra's algorithm (next to fix: query towards quad/platform tree)
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2025-01-20 02:38:22 +00:00 |
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322a394138
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progress towards implementing dijkstra's algorithm (next: test by printing to see if it works)
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2025-01-20 01:25:09 +00:00 |
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3939b0b3e2
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done implementing functor to search through quad tree, adding to priority queue (for Dijkstra's algorithm)
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2025-01-19 23:56:52 +00:00 |
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1ba42462ba
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progress implementing dijkstra's algorithm for path finding using quad trees
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2025-01-19 22:45:51 +00:00 |
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e64c3bc00d
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add contains function to bin-vec.sml which returns true if the vector contains the value
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2025-01-19 21:32:17 +00:00 |
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e619fd1c05
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change API of BinVec
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2025-01-19 13:03:16 +00:00 |
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4459a676ac
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implement bin-vec (vector that always stores its elements in order, for binary search)
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2025-01-19 12:06:56 +00:00 |
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8c651b2221
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implement heap which stores distance for later use with Dijkstra's algorithm
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2025-01-19 11:07:45 +00:00 |
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84ea0ce24b
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code functor to fold through a specified region of the quad tree, without having to allocate an intermediary list or using a closure (which both have runtime costs)
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2025-01-18 22:54:34 +00:00 |
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2c6b1556d1
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implemented four functions: is it possible to reach platform from above, is it possible to reach from below, or from left or right
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2025-01-18 22:18:05 +00:00 |
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