structure PlayerAttack = struct (* - Handle collisions where player hits enemy directly - *) structure AttackEnemies = 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 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) fun fold (enemyID, (), (defeatedList, enemyMap)) = case EnemyMap.get (enemyID, enemyMap) of SOME enemy => onPlayerAttack (enemyID, enemy, enemyMap, defeatedList) | NONE => (defeatedList, enemyMap) end) fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree) = let open PlayerType val {x, y, facing, mainAttack, ...} = player in case mainAttack of MAIN_ATTACKING {length, ...} => let open EntityType val height = Constants.playerSize val x = (case facing of FACING_RIGHT => x + Constants.playerSize | FACING_LEFT => x - length) val (defeatedList, enemyMap) = AttackEnemies.foldRegion (x, y, length, height, (), ([], enemyMap), enemyTree) val defeatedList = Vector.fromList defeatedList val defeatedList = Vector.concat [defeatedList, #enemies player] val player = PlayerPatch.withPatch (player, PlayerPatch.W_ENEMIES defeatedList) in (player, enemyMap) end | _ => (player, enemyMap) 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 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) 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