Commit Graph

194 Commits

Author SHA1 Message Date
f6cd818c42 display fieldVec which is more accurate to the attack's hitbox for now 2025-02-07 10:40:47 +00:00
35eab0f789 reimplement attack patches (todo: add an int to the MAIN_ATTACKING variant to make the attack grow past some limit, and a bool to indicate whether the attack should grow in length or shrink) 2025-02-07 09:10:10 +00:00
f5071a953b make sure playedr only checks collisions with enemy in the case that player was previously attacked 2025-02-06 17:42:45 +00:00
e1e20230d6 rip out player-enemy.sml and let player react to enemy collisions independently of enemy reaction to player 2025-02-06 17:37:48 +00:00
886e3a674d progress checking collisions of enemy inside functor instead 2025-02-06 09:53:31 +00:00
7142f5dc66 a little more deliberate about timing of when player's patches should be applied 2025-02-05 19:33:56 +00:00
e1e1228983 delete pointer quad tree because it is twice as slow to construct as the vector-based implementation 2025-02-01 10:11:32 +00:00
bf3f0b3927 done implementing pointer quad tree (next: benchmark the two) 2025-02-01 09:54:35 +00:00
28380957b3 start implementing new quad tree that only uses pointers (just to test performance between vector-using implementation and only-pointer-using implementation) 2025-02-01 09:44:22 +00:00
0a9ab389c2 fix bug in tracing left jump path: we should consider rightmost x coordinate from enemy (which we now do) 2025-02-01 01:33:26 +00:00
9e9675aaab decrease memory consumption of quad tree by refraining from storing bounding box metadata (except for the global root which stores the width and height) 2025-02-01 01:03:57 +00:00
73aeeb5301 remove timing print statements from game-type.sml 2025-01-31 06:26:09 +00:00
547b5bac97 use an immutable vector (always of length 4) for representing quad tree's internal nodes 2025-01-31 06:24:51 +00:00
76c5f9d662 change maxSize of quad tree's leaf nodes (from a max length of 3 to a max length of 9) 2025-01-31 06:01:02 +00:00
e23e2f0997 precompute graph to be used for dijkstra's algorithm, resulting in CPU usage that never exceed 7/home/humza/Downloads/sml/oh-my-stars/fcore/path-finding.sml with 5 enemies and eliminating lag 2025-01-31 04:32:53 +00:00
f3a0b2bc81 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 2025-01-31 04:10:58 +00:00
a24ada0f37 implement code for precomputing reachable platforms so it can be reused (but haven't modified implementation of Dijkstra's algorithm to use it, and haven't added it to game type yet) 2025-01-31 03:46:28 +00:00
0cdd81189c implement function to trace left jump, thereby completing 'build-graph.sml' (and fix a bug in trace-jump.sml where a left-tracing function mistakenly made a tail call to a right-tracing function) 2025-01-31 00:35:36 +00:00
70f04c2e92 implement function in build-graph.sml to trace path of right jump to detect reachable platforms (different from deciding how enemy should move to next platform in trace-jump.sml) 2025-01-31 00:18:17 +00:00
2103a8e8ac implement quad tree folder for building graph horizontally (but still need to trace the left/right paths) 2025-01-30 13:25:39 +00:00
bbb957f016 get path-finding.sml to use function in build-graph.sml to find reachable platforms, and remove now-dead code from path-finding.sml 2025-01-30 13:06:32 +00:00
755e5da7f7 fix bug in bin-vec.sml 'deleteMin' function: we previously deleted two elements, but we are supposed to delete one, and now this is fixed 2025-01-30 12:55:36 +00:00
29389d3561 try coding a level 2025-01-30 08:34:38 +00:00
859414035d when tracing left jump, consider the enemy's 'x' coordinate to be the leftmost point of the enemy 2025-01-30 08:21:15 +00:00
73b4e607ae delete function to getPlatformBelowPlayer because it is no longer need now that player stores platID (but still keep function to get platform below enemy as that is still useful) 2025-01-30 00:11:01 +00:00
2446f3ea14 in trace-jump.sml, begin descent depending on enemy's size 2025-01-29 23:51:02 +00:00
d55126b52a implement left jump/left drop tracing in trace-jump.sml, and verified that it works 2025-01-29 23:04:28 +00:00
89abab31ab implement function to trace drop (while moving right) 2025-01-29 19:35:40 +00:00
97a638b54d from TraceJump.traceRightJumpAscent function, check (after we have reached ascent and if we have still not found nextPlatID in path) if we can find nextPlatID if we trace the descent path after having reached the ascent 2025-01-29 19:24:03 +00:00
fac7a81767 trace path we can (move right + jump) using quad tree, as it is easier to implement than a pure math based approach 2025-01-29 19:12:24 +00:00
a6b04ff98e implement functor to fold over quad tree 2025-01-29 07:34:48 +00:00
7138a05cd3 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 2025-01-29 07:07:54 +00:00
abeff178c6 fix bug of enemy occasionally dropping off platform occasionally (incorrect int comparison in getMoveLeftPatches function) 2025-01-29 02:56:21 +00:00
e2f5f18089 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 2025-01-29 02:23:44 +00:00
296e120d12 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) 2025-01-29 00:45:49 +00:00
5d590c84a9 add code for FOLLOW_SLIME to patrol in the same direction the player is in, when slime reaches a new platform. 2025-01-29 00:22:48 +00:00
3ced9c8d1d restore ability to drop below platform in physics.sml 2025-01-27 23:55:15 +00:00
9b7d7a1396 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) 2025-01-27 23:41:59 +00:00
6369be21fa tentatively refactor quad tree to make it more succinct + eliminate a class of potential bugs (passing wrong quad values through recursion) 2025-01-27 23:27:52 +00:00
42b42220d0 fully restructure quad tree from one that holds overlapping items in parent nodes, into one that holds overlapping items in each quadrant instead 2025-01-27 06:04:52 +00:00
b7a609b447 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) 2025-01-27 04:52:49 +00:00
1c4ff62744 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 2025-01-26 23:32:20 +00:00
8f7bb3bb16 when FOLLOW_SLIME has no following to do, call patrol patches so that it at least patrols area 2025-01-26 14:22:27 +00:00
bb0cf6bd33 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) 2025-01-26 13:23:20 +00:00
c25afb6f03 small amendment do getMoveLeftPatches (change how yDiff is calculated, (platY - ey) instead of (ey - platY) 2025-01-25 19:43:56 +00:00
3885cc5cbc make path incentivisation less aggressive (prefer reaching goal by going through fewer platforms if possible). 2025-01-25 18:36:30 +00:00
6c3621cb3f 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 2025-01-25 13:55:58 +00:00
616d97e6fd verify that getMoveRightPatches works as intended through manual testing and platform placement adjustments 2025-01-25 09:53:54 +00:00
4cf1afb8cd add some additional platforms to game-type.sml for better testing 2025-01-25 09:26:30 +00:00
01d9c2bd47 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 2025-01-25 09:17:58 +00:00