Files
sml-projects/fcore/player.sml

667 lines
20 KiB
Standard ML

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 =
case #recoil player of
NO_RECOIL => []
| 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]
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
]
end
| RECOIL_RIGHT recoiled =>
if recoiled = Constants.recoilLimit then
[W_RECOIL NO_RECOIL]
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
]
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, ...}) =
let
val newProjectiles = helpMoveProjectiles
(Vector.length projectiles - 1, projectiles, [])
in
[W_PROJECTILES newProjectiles]
end
fun runPhysicsAndInput (game: game_type, input) =
let
val player = #player game
val patches = getProjectilePatches player
val player = PlayerPatch.withPatches (player, patches)
val patches = getRecoilPatches player
val player = PlayerPatch.withPatches (player, patches)
val player =
(* we only accept and handle input if player is not recoiling *)
case #recoil player of
NO_RECOIL =>
let val patches = getInputPatches (player, input)
in PlayerPatch.withPatches (player, patches)
end
| _ => player
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]
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)
in
PlayerPatch.withPatches (player, patches)
end
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
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 enemyCollisionReaction (player: player, enemies: enemy vector, lst, acc) =
case lst of
id :: tl =>
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 (id, enemies)
val eFinishX = ex + Constants.enemySize
val eHalfW = Constants.enemySize div 2
val eCentreX = ex + eHalfW
in
eCentreX < pCentreX
end
val acc = getEnemyRecoilPatches (player, playerOnRight, acc)
in
enemyCollisionReaction (player, enemies, tl, acc)
end
| [] => PlayerPatch.withPatches (player, acc)
fun incrementAttacked (player, amt) =
let val patch = ATTACKED (amt + 1)
in PlayerPatch.withPatch (player, W_ATTACKED patch)
end
fun exitAttackedAndCheckEnemies (player, enemies, enemyCollisions) =
enemyCollisionReaction
(player, enemies, enemyCollisions, [W_ATTACKED NOT_ATTACKED])
fun getEnemyCollisionsWhenAttacking (x, y, enemyTree) =
let
val x = x - Constants.halfPlayerSize
val y = y - Constants.halfPlayerSize
val size = Constants.playerSize * 2
val ww = Constants.worldWidth
val wh = Constants.worldHeight
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, ~1, enemyTree)
in
Vector.fromList enemyCollisions
end
(* 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