structure Player = struct open PlayerPatch open EntityType open PlayerType (* helper functions checking input *) fun getXAxis (lh, rh) = case (lh, rh) of (false, false) => STAY_STILL | (false, true) => MOVE_RIGHT | (true, false) => MOVE_LEFT | (true, true) => STAY_STILL fun getFacing (facing, xAxis) = case xAxis of STAY_STILL => facing | MOVE_LEFT => FACING_LEFT | MOVE_RIGHT => FACING_RIGHT (* function returns default yAxis when neither up/down are pressed * or both are pressed. * * In the case where the user was previously jumping, * we enter the floating stage, because it's normal for games * to have a very brief floating/gliding period before applying gravity. * * In the case where the user was previously floating, we want the player to * keep floating at this point (another function will apply gravity if we * floated enough). * * In every other case, we return the FALLING variant, * which has the same effect as returning the ON_GROUND variant, * except that it means gravity is applied if we walk off a platform. * *) fun defaultYAxis prevAxis = case prevAxis of JUMPING _ => FLOATING 0 | FLOATING _ => prevAxis | DROP_BELOW_PLATFORM => prevAxis | _ => FALLING (* We want to prevent a double jump * or jumping while the player is falling * so we only switch to the JUMPING case if the player * is on the ground. *) fun onJumpPressed (prevAxis, jumpPressed) = case prevAxis of ON_GROUND => if jumpPressed then (* apply gravity *) FALLING else JUMPING 0 | _ => prevAxis fun getJumpPatches (player, jumpHeld, downHeld, acc, wallTree) = let val {yAxis, jumpPressed, ...} = player in case (jumpHeld, downHeld) of (true, false) => let val yAxis = onJumpPressed (yAxis, jumpPressed) val jumpPressed = true in W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc end | (false, true) => let val {x, y, ...} = player val ex = Constants.playerWidth val y = y + Constants.playerHeight val ey = 1 val jumpPressed = false val yAxis = if QuadTree.hasCollisionAt (x, y, ex, ey, ~1, wallTree) then ON_GROUND else DROP_BELOW_PLATFORM in W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc end | (false, false) => let val yAxis = defaultYAxis yAxis val jumpPressed = false in W_JUMP_PRESSED jumpPressed :: W_Y_AXIS yAxis :: acc end | (true, true) => let val yAxis = defaultYAxis yAxis in W_Y_AXIS yAxis :: acc end end (* called only when player has no projectiles or was not previously attacking *) fun helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc, time) = let val attack = if attackHeld andalso not mainAttackPressed then MAIN_ATTACKING {animTimer = 0, timePressed = time} else MAIN_NOT_ATTACKING in W_MAIN_ATTACK_PRESSED (attackHeld andalso mainAttackPressed) :: W_MAIN_ATTACK attack :: acc end fun degreesToRadians degrees = Real32.fromInt degrees * Constants.projectilePi fun defeatedEnemiesToProjectiles (pos, defeteadEnemies, player as {x, y, facing, ...}, acc) = if pos = Vector.length defeteadEnemies then Vector.fromList acc else let val halfProjectileSize = Constants.projectileSize / 2.0 val diffX = Constants.halfPlayerWidthReal - halfProjectileSize val diffY = Constants.halfPlayerHeightReal - halfProjectileSize val x = Real32.fromInt x + diffX val y = Real32.fromInt y + diffY val {angle} = Vector.sub (defeteadEnemies, pos) val angle = degreesToRadians angle val x = ((Real32.Math.cos angle) * Constants.projectileDistance) + x val y = ((Real32.Math.sin angle) * Constants.projectileDistance) + y val x = Real32.toInt IEEEReal.TO_NEAREST x val y = Real32.toInt IEEEReal.TO_NEAREST y val acc = {x = x, y = y, facing = facing} :: acc in defeatedEnemiesToProjectiles (pos + 1, defeteadEnemies, player, acc) end fun getThrowPatches (defeteadEnemies, projectiles, player, acc) = let val newProjectiles = defeatedEnemiesToProjectiles (0, defeteadEnemies, player, []) (* concatenate new projectiles with previous projectiles *) val allProjectiles = Vector.concat [newProjectiles, projectiles] (* remove defeated enemies from player record *) val enemies = Vector.fromList [] in W_MAIN_ATTACK MAIN_THROWING :: W_PROJECTILES allProjectiles :: W_ENEMIES enemies :: acc end fun getMainAttackPatches ( prevAttack , defeteadEnemies , projectiles , attackHeld , charge , player , acc , mainAttackPressed , time ) = case prevAttack of MAIN_NOT_ATTACKING => if attackHeld andalso not mainAttackPressed andalso Vector.length defeteadEnemies > 0 then (* shoot projectiles if player was not attacking previously, * and there is more than one enemy *) getThrowPatches (defeteadEnemies, projectiles, player, acc) else helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc, time) | MAIN_ATTACKING {animTimer = amt, timePressed} => let val acc = if amt = Constants.mainAttackLimit then W_MAIN_ATTACK MAIN_NOT_ATTACKING :: acc else let val amt = amt + 1 val attack = MAIN_ATTACKING {animTimer = amt, timePressed = timePressed} in W_MAIN_ATTACK attack :: acc end in W_MAIN_ATTACK_PRESSED true :: acc end | MAIN_THROWING => if attackHeld then acc else helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc, time) fun getInputPatches (player: player, input: FrameInputType.t, wallTree, time) = let val { x , y , yAxis , jumpPressed , facing , mainAttack , mainAttackPressed , charge , enemies , projectiles , ... } = player val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, jumpHeld, ...} = input val xAxis = getXAxis (leftHeld, rightHeld) val facing = getFacing (facing, xAxis) val charge = (* todo: rework charge *) charge val acc = [W_X_AXIS xAxis, W_FACING facing, W_CHARGE charge] val acc = getMainAttackPatches ( mainAttack , enemies , projectiles , attackHeld , charge , player , acc , mainAttackPressed , time ) val acc = getJumpPatches (player, jumpHeld, downHeld, acc, wallTree) in acc end fun getRecoilPatches (player: player, patches) = case #recoil player of NO_RECOIL => patches | RECOIL_LEFT recoiled => (* if player is recoiling, don't accept or adjust any input. * However, if player has reached the recoil limit, exit the recoil * state and accept input. * *) if recoiled = Constants.recoilLimit then W_RECOIL NO_RECOIL :: patches else let val {x, y, health, attacked, facing, xAxis, ...} = player (* difference between RECOIL_LEFT and RECOIL_RIGHT * is the direction player moves back in *) val x = x - 5 val xAxis = STAY_STILL val yAxis = FALLING val jumpPressed = false val recoiled = recoiled + 1 val recoil = RECOIL_LEFT recoiled val facing = getFacing (facing, xAxis) in W_X x :: W_X_AXIS xAxis :: W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: W_RECOIL recoil :: W_FACING facing :: patches end | RECOIL_RIGHT recoiled => if recoiled = Constants.recoilLimit then W_RECOIL NO_RECOIL :: patches else let val {x, y, health, attacked, facing, xAxis, ...} = player val x = x + 5 val xAxis = STAY_STILL val yAxis = FALLING val jumpPressed = false val recoiled = recoiled + 1 val recoil = RECOIL_RIGHT recoiled val facing = getFacing (facing, xAxis) in W_X x :: W_X_AXIS xAxis :: W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: W_RECOIL recoil :: W_FACING facing :: patches end fun helpMoveProjectiles (pos, projectiles, acc) = if pos < 0 then Vector.fromList acc else let val {x, y, facing} = Vector.sub (projectiles, pos) in if x <= 0 orelse x >= Constants.worldWidth then (* filter out since projectile is not visible *) helpMoveProjectiles (pos - 1, projectiles, acc) else let val x = case facing of FACING_LEFT => x - Constants.moveProjectileBy | FACING_RIGHT => x + Constants.moveProjectileBy val newTile = {x = x, y = y, facing = facing} val acc = newTile :: acc in helpMoveProjectiles (pos - 1, projectiles, acc) end end fun getProjectilePatches ({projectiles, ...}: player) = let val newProjectiles = helpMoveProjectiles (Vector.length projectiles - 1, projectiles, []) in [W_PROJECTILES newProjectiles] end structure FoldEnemies = MakeQuadTreeFold (struct type env = EnemyMap.t * player type state = PlayerPatch.player_patch list fun getEnemyRecoilPatches (player, playerOnRight, acc) = if playerOnRight then let val newRecoil = RECOIL_RIGHT 0 val newAttacked = ATTACKED 0 in W_HEALTH (#health player - 1) :: W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_LEFT :: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc end else let val newRecoil = RECOIL_LEFT 0 val newAttacked = ATTACKED 0 in W_HEALTH (#health player - 1) :: W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_RIGHT :: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc end fun fold (enemyID, (enemies, player: player), patches) = let val playerOnRight = (* check if collision is closer to left side of enemy or right * and then chose appropriate direction to recoil in *) let val {x, ...} = player val pFinishX = x + Constants.playerWidth val pHalfW = Constants.playerWidth div 2 val pCentreX = x + pHalfW in case EnemyMap.get (enemyID, enemies) of SOME {x = ex, y = ey, ...} => let val eFinishX = ex + Constants.enemySize val eHalfW = Constants.enemySize div 2 val eCentreX = ex + eHalfW in eCentreX < pCentreX end | NONE => false end val patches = getEnemyRecoilPatches (player, playerOnRight, patches) in W_ATTACKED (ATTACKED 0) :: patches end end) fun runPhysicsAndInput (game: LevelType.level_type, input, time) = let val {player, walls, wallTree, platforms, platformTree, ...} = game val oldAnimTimer = #animTimer player val oldXAxis = #xAxis player val oldYAxis = #yAxis player val patches = getProjectilePatches player val patches = getRecoilPatches (player, patches) val player = PlayerPatch.withPatches (player, patches) val patches = (* we only accept and handle input if player is not recoiling. * It's important to apply the recoil patches after handling input * because we want to act on the latest recoil state straight away. *) case #recoil player of NO_RECOIL => getInputPatches (player, input, wallTree, time) | _ => [] val patches = (* control timer for how long player should be immune to damage * after being attacked *) case #attacked player of ATTACKED amt => if amt >= Constants.attackedLimit then W_ATTACKED NOT_ATTACKED :: patches else W_ATTACKED (ATTACKED (amt + 1)) :: patches | _ => patches (* animate projectiles *) val player = let val e = #enemies player val e = Vector.map (fn {angle} => {angle = if angle < 360 then angle + 5 else 0}) e val patches = W_ENEMIES e :: patches in PlayerPatch.withPatches (player, patches) end val patches = PlayerPhysics.getPhysicsPatches player val player = PlayerPatch.withPatches (player, patches) val patches = PlayerPhysics.getEnvironmentPatches (player, walls, wallTree, platforms, platformTree) val player = PlayerPatch.withPatches (player, patches) val newXAxis = #xAxis player val newYAxis = #yAxis player in if oldYAxis = DROP_BELOW_PLATFORM andalso newYAxis = DROP_BELOW_PLATFORM then PlayerPatch.withPatch (player, W_ANIM_TIMER (oldAnimTimer + 1)) else if oldYAxis = ON_GROUND andalso newYAxis = ON_GROUND then if oldXAxis = MOVE_RIGHT andalso newXAxis = MOVE_RIGHT then (* update move-right animation *) PlayerPatch.withPatch (player, W_ANIM_TIMER (oldAnimTimer + 1)) else if oldXAxis = MOVE_LEFT andalso newXAxis = MOVE_LEFT then (* update move-left animation *) PlayerPatch.withPatch (player, W_ANIM_TIMER (oldAnimTimer + 1)) else PlayerPatch.withPatch (player, W_ANIM_TIMER 0) else PlayerPatch.withPatch (player, W_ANIM_TIMER 0) end (* player reaction to collisions with enemies. * We only detect collisions if player is not in invincibility period * after being previously attacked. *) fun checkEnemyCollisions (player: PlayerType.player, enemies, enemyTree) = case #attacked player of ATTACKED _ => player | _ => let val {x, y, ...} = player val ew = Constants.playerWidth val eh = Constants.playerHeight val env = (enemies, player) val state = [] val patches = FoldEnemies.foldRegion (x, y, ew, eh, env, state, enemyTree) in PlayerPatch.withPatches (player, patches) end end