structure PlayerAttack = struct (* - Handle collisions where player hits enemy directly - *) structure PlayerAttackEnemy = MakeQuadTreeFold (struct type env = unit type state = PlayerType.defeated_enemies list * EnemyMap.t open EnemyType fun defeatEnemy (enemyID, enemyMap, defeatedList) = let val defeatedList = {angle = 1} :: defeatedList val enemyMap = EnemyMap.remove (enemyID, enemyMap) in (defeatedList, enemyMap) end fun shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList) = if #shieldOn enemy then (defeatedList, enemyMap) else defeatEnemy (enemyID, enemyMap, defeatedList) fun onPlayerAttack (enemyID, enemy, enemyMap, defeatedList) = case #variant enemy of PATROL_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList) | FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList) | STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, defeatedList) | SHIELD_SLIME => shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList) fun fold (enemyID, (), (defeatedList, enemyMap)) = case EnemyMap.get (enemyID, enemyMap) of SOME enemy => onPlayerAttack (enemyID, enemy, enemyMap, defeatedList) | NONE => (defeatedList, enemyMap) end) structure PlayerAttackFalling = MakeQuadTreeFold (struct type env = unit type state = PlayerType.defeated_enemies list * FallingEnemyMap.t fun fold (fallingID, (), (defeatedList, fallingMap)) = let val defeatedList = {angle = 1} :: defeatedList val fallingMap = FallingEnemyMap.remove (fallingID, fallingMap) in (defeatedList, fallingMap) end end) fun helpAttackEnemies (player, defeatedList, enemyMap, fallingMap, enemyTree, pos, boxes) = if pos = Vector.length boxes then let val defeatedList = Vector.fromList defeatedList val defeatedList = Vector.concat [defeatedList, #enemies player] val player = PlayerPatch.withPatch (player, PlayerPatch.W_ENEMIES defeatedList) in (player, enemyMap, fallingMap) end else let val {x = px, y = py, ...} = player val {x = bx, y = by} = Vector.sub (boxes, pos) val x = px + bx val y = py + by val size = Whip.size val (defeatedList, enemyMap) = PlayerAttackEnemy.foldRegion (x, y, size, size, (), (defeatedList, enemyMap), enemyTree) val fallingTree = FallingEnemies.generateTree fallingMap val (defeatedList, fallingMap) = PlayerAttackFalling.foldRegion (x, y, size, size, (), (defeatedList, fallingMap), fallingTree) in helpAttackEnemies ( player , defeatedList , enemyMap , fallingMap , enemyTree , pos + 1 , boxes ) end fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree, fallingMap) = let open PlayerType val {x, y, facing, mainAttack, ...} = player in case mainAttack of MAIN_ATTACKING amt => let open EntityType val frame = amt div 2 val boxes = case facing of FACING_RIGHT => Vector.sub (Whip.rightFrames, frame) | FACING_LEFT => Vector.sub (Whip.leftFrames, frame) in helpAttackEnemies (player, [], enemyMap, fallingMap, enemyTree, 0, boxes) end | _ => (player, enemyMap, fallingMap) end (* - Handle collisions when player's projectile hits enemy - *) structure ProjectileHitEnemy = MakeQuadTreeFold (struct type env = unit type state = FallingEnemyMap.t * EnemyMap.t open EnemyType fun onDefeated (enemyID, enemy, enemyMap, fallingMap) = let val {x, y, variant, ...} = enemy val fallingItem = {x = x, y = y, variant = variant} val fallingMap = FallingEnemyMap.add (enemyID, fallingItem, fallingMap) val enemyMap = EnemyMap.remove (enemyID, enemyMap) in (fallingMap, enemyMap) end fun onShieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) = if #shieldOn enemy then (fallingMap, enemyMap) else onDefeated (enemyID, enemy, enemyMap, fallingMap) fun onProjectileAttack (enemyID, enemy, enemyMap, fallingMap) = case #variant enemy of PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap) | FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingMap) | STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingMap) | SHIELD_SLIME => onShieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) fun fold (enemyID, (), (fallingMap, enemyMap)) = case EnemyMap.get (enemyID, enemyMap) of SOME enemy => onProjectileAttack (enemyID, enemy, enemyMap, fallingMap) | NONE => (fallingMap, enemyMap) end) fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, fallingMap) = if pos = Vector.length projectiles then (fallingMap, enemyMap) else let val {x, y, ...}: PlayerType.player_projectile = Vector.sub (projectiles, pos) val size = Constants.projectileSizeInt val (fallingMap, enemyMap) = ProjectileHitEnemy.foldRegion (x, y, size, size, (), (fallingMap, enemyMap), enemyTree) in helpProjectileHitEnemy (pos + 1, projectiles, enemyTree, enemyMap, fallingMap) end fun projectileHitEnemy (projectiles, enemyMap, enemyTree, fallingMap) = helpProjectileHitEnemy (0, projectiles, enemyTree, enemyMap, fallingMap) end