structure Player = struct open GameType open PlayerPatch (* 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, upHeld, downHeld, acc) = let val {yAxis, jumpPressed, ...} = player in case (upHeld, downHeld) of (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 | (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 jumpPressed = false val yAxis = DROP_BELOW_PLATFORM in W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc end end fun prevWasNotAttacking prevAttack = prevAttack <> MAIN_ATTACKING (* called only when player has no projectiles or was not previously attacking *) fun helpGetMainAttackPatches (attackHeld, chargeHeld, charge) = if attackHeld andalso charge > 0 then W_MAIN_ATTACK MAIN_ATTACKING else if chargeHeld andalso not attackHeld then W_MAIN_ATTACK MAIN_CHARGING else W_MAIN_ATTACK MAIN_NOT_ATTACKING 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 diff = Constants.halfPlayerSizeReal - (Constants.projectileSize / 2.0) val x = Real32.fromInt x + diff val y = Real32.fromInt y + diff 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 , chargeHeld , charge , player , acc ) = case prevAttack of MAIN_NOT_ATTACKING => if attackHeld 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 let val mainAttack = helpGetMainAttackPatches (attackHeld, chargeHeld, charge) in mainAttack :: acc end | MAIN_CHARGING => if attackHeld andalso Vector.length defeteadEnemies > 0 then getThrowPatches (defeteadEnemies, projectiles, player, acc) else let val mainAttack = helpGetMainAttackPatches (attackHeld, chargeHeld, charge) in mainAttack :: acc end | MAIN_ATTACKING => let val mainAttack = helpGetMainAttackPatches (attackHeld, chargeHeld, charge) in mainAttack :: acc end | MAIN_THROWING => if attackHeld then acc else let val mainAttack = helpGetMainAttackPatches (attackHeld, chargeHeld, charge) in mainAttack :: acc end fun getInputPatches (player: player, input) = let val { x , y , yAxis , jumpPressed , facing , mainAttack , mainAttackPressed , charge , enemies , projectiles , ... } = player val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, chargeHeld} = input val xAxis = getXAxis (leftHeld, rightHeld) val facing = getFacing (facing, xAxis) val charge = case mainAttack of MAIN_CHARGING => Int.min (charge + 1, Constants.maxCharge) | MAIN_ATTACKING => Int.max (charge - 1, 0) | _ => charge val acc = [W_X_AXIS xAxis, W_FACING facing, W_CHARGE charge] val acc = getMainAttackPatches ( mainAttack , enemies , projectiles , attackHeld , chargeHeld , charge , player , acc ) val acc = getJumpPatches (player, upHeld, downHeld, acc) 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 = enemy vector * 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_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_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.playerSize val pHalfW = Constants.playerSize div 2 val pCentreX = x + pHalfW val {x = ex, y = ey, ...} = Enemy.find (enemyID, enemies) val eFinishX = ex + Constants.enemySize val eHalfW = Constants.enemySize div 2 val eCentreX = ex + eHalfW in eCentreX < pCentreX end val patches = getEnemyRecoilPatches (player, playerOnRight, patches) in W_ATTACKED (ATTACKED 0) :: patches end end) fun runPhysicsAndInput (game: game_type, input, enemyTree) = let val player = #player game 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) | _ => [] 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 {walls, wallTree, platforms, platformTree, ...} = game val patches = PlayerPhysics.getEnvironmentPatches (player, walls, wallTree, platforms, platformTree) val player = PlayerPatch.withPatches (player, patches) in (* player reaction to collisions with enemies. * We only detect collisions if player is not in invincibility period * after being previously attacked. *) case #attacked player of ATTACKED _ => player | _ => let val {x, y, ...} = player val size = Constants.playerSize val env = (#enemies game, player) val state = [] val patches = FoldEnemies.foldRegion (x, y, size, size, env, state, enemyTree) in PlayerPatch.withPatches (player, patches) end end (* todo: add attacked enemies to player's 'enemies' field *) fun concatAttackedEnemies (player: player, enemyCollisions) = let val newDefeated = Vector.map (fn id => {angle = 360}) enemyCollisions val oldDefeated = #enemies player val allDefeated = Vector.concat [oldDefeated, newDefeated] in PlayerPatch.withPatch (player, W_ENEMIES allDefeated) end (*** DRAWING FUNCTIONS ***) (* block is placeholder asset *) fun helpGetDrawVec (x, y, size, width, height, attacked, mainAttack) = case mainAttack of MAIN_NOT_ATTACKING => (case attacked of NOT_ATTACKED => Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5) | ATTACKED amt => if amt mod 5 = 0 then Block.lerp (x, y, size, size, width, height, 0.9, 0.9, 0.9) else Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5)) | MAIN_THROWING => (case attacked of NOT_ATTACKED => Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5) | ATTACKED amt => if amt mod 5 = 0 then Block.lerp (x, y, size, size, width, height, 0.9, 0.9, 0.9) else Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5)) | MAIN_ATTACKING => (case attacked of NOT_ATTACKED => Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5) | ATTACKED amt => if amt mod 5 = 0 then Block.lerp (x, y, size, size, width, height, 1.0, 0.9, 0.9) else Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5)) | MAIN_CHARGING => (case attacked of NOT_ATTACKED => Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5) | ATTACKED amt => if amt mod 5 = 0 then Block.lerp (x, y, size, size, width, height, 1.0, 0.9, 0.9) else Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5)) fun getDrawVec (player: player, width, height) = let val {x, y, attacked, mainAttack, ...} = player val wratio = width / Constants.worldWidthReal val hratio = height / Constants.worldHeightReal in if wratio < hratio then let val scale = Constants.worldHeightReal * wratio val yOffset = if height > scale then (height - scale) / 2.0 else if height < scale then (scale - height) / 2.0 else 0.0 val x = Real32.fromInt x * wratio val y = Real32.fromInt y * wratio + yOffset val realSize = Constants.playerSizeReal * wratio in helpGetDrawVec (x, y, realSize, width, height, attacked, mainAttack) end else let val scale = Constants.worldWidthReal * hratio val xOffset = if width > scale then (width - scale) / 2.0 else if width < scale then (scale - width) / 2.0 else 0.0 val x = Real32.fromInt x * hratio + xOffset val y = Real32.fromInt y * hratio val realSize = Constants.playerSizeReal * hratio in helpGetDrawVec (x, y, realSize, width, height, attacked, mainAttack) end end fun getFieldVec (player: player, width, height) = case #mainAttack player of MAIN_NOT_ATTACKING => Vector.fromList [] | MAIN_THROWING => Vector.fromList [] | _ => let val {x, y, ...} = player val wratio = width / Constants.worldWidthReal val hratio = height / Constants.worldHeightReal in if wratio < hratio then let val scale = Constants.worldHeightReal * wratio val yOffset = if height > scale then (height - scale) / 2.0 else if height < scale then (scale - height) / 2.0 else 0.0 val x = (Real32.fromInt x - Constants.halfPlayerSizeReal) * wratio val y = (Real32.fromInt y - Constants.halfPlayerSizeReal) * wratio + yOffset val realSize = (Constants.playerSizeReal * 2.0) * wratio val {charge, ...} = player val alpha = Real32.fromInt charge / 60.0 in Field.lerp (x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha) end else let val scale = Constants.worldWidthReal * hratio val xOffset = if width > scale then (width - scale) / 2.0 else if width < scale then (scale - width) / 2.0 else 0.0 val x = (Real32.fromInt x - Constants.halfPlayerSizeReal) * hratio + xOffset val y = (Real32.fromInt y - Constants.halfPlayerSizeReal) * hratio val realSize = (Constants.playerSizeReal * 2.0) * hratio val {charge, ...} = player val alpha = Real32.fromInt charge / 60.0 in Field.lerp (x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha) end end fun helpGetPelletVec ( playerX , playerY , pos , enemies , width , height , ratio , xOffset , yOffset , acc ) = if pos = Vector.length enemies then Vector.concat acc else let val {angle} = Vector.sub (enemies, pos) (* convert degrees to radians *) val angle = degreesToRadians angle (* calculate pellet's x and y *) val pelletX = ((Real32.Math.cos angle) * Constants.projectileDistance) + playerX val pelletX = pelletX * ratio + xOffset val pelletY = ((Real32.Math.sin angle) * Constants.projectileDistance) + playerY val pelletY = pelletY * ratio + yOffset val defeatedSize = Constants.projectileSize * ratio val vec = Field.lerp ( pelletX , pelletY , defeatedSize , defeatedSize , width , height , 0.3 , 0.9 , 0.3 , 1.0 ) val acc = vec :: acc in helpGetPelletVec ( playerX , playerY , pos + 1 , enemies , width , height , ratio , xOffset , yOffset , acc ) end fun getPelletVec (player: player, width, height) = if Vector.length (#enemies player) = 0 then Vector.fromList [] else let val {x, y, enemies, ...} = player (* get centre (x, y) coordinates of player *) val diff = Constants.halfPlayerSizeReal - (Constants.projectileSize / 2.0) val x = Real32.fromInt x + diff val y = Real32.fromInt y + diff val wratio = width / Constants.worldWidthReal val hratio = height / Constants.worldHeightReal in if wratio < hratio then let val scale = Constants.worldHeightReal * wratio val yOffset = if height > scale then (height - scale) / 2.0 else if height < scale then (scale - height) / 2.0 else 0.0 in helpGetPelletVec (x, y, 0, enemies, width, height, wratio, 0.0, yOffset, []) end else let val scale = Constants.worldWidthReal * hratio val xOffset = if width > scale then (width - scale) / 2.0 else if width < scale then (scale - width) / 2.0 else 0.0 in helpGetPelletVec (x, y, 0, enemies, width, height, hratio, xOffset, 0.0, []) end end end