Files
sml-projects/fcore/level/player/player-attack.sml

222 lines
7.5 KiB
Standard ML

structure PlayerAttack =
struct
(* - Handle collisions where player hits enemy directly - *)
structure PlayerAttackEnemy =
MakeQuadTreeFold
(struct
type env = Time.time
type state = FallingEnemyMap.t * EnemyMap.t
open EnemyType
fun defeatEnemy (enemyID, enemyMap, fallingMap, time) =
case EnemyMap.get (enemyID, enemyMap) of
SOME (enemy: EnemyType.enemy) =>
let
val {x, y, variant, ...} = enemy
val fallenEnemy =
{x = x, y = y, variant = variant, time = time}
val fallingMap =
FallingEnemyMap.add (enemyID, fallenEnemy, fallingMap)
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(fallingMap, enemyMap)
end
| NONE => (fallingMap, enemyMap)
fun shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap, time) =
if #shieldOn enemy then (fallingMap, enemyMap)
else defeatEnemy (enemyID, enemyMap, fallingMap, time)
fun onPlayerAttack (enemyID, enemy, enemyMap, fallingMap, time) =
case #variant enemy of
PATROL_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap, time)
| FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap, time)
| STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, fallingMap, time)
| SHIELD_SLIME =>
shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap, time)
fun fold (enemyID, time, (fallingMap, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy =>
onPlayerAttack (enemyID, enemy, enemyMap, fallingMap, time)
| NONE => (fallingMap, enemyMap)
end)
structure PlayerAttackFalling =
MakeQuadTreeFold
(struct
type env = Time.time
type state = PlayerType.defeated_enemies list * FallingEnemyMap.t
open Time
fun fold (fallingID, mainAttackTime, (defeatedList, fallingMap)) =
case FallingEnemyMap.get (fallingID, fallingMap) of
SOME {time = fallingStartTime, ...} =>
if mainAttackTime > fallingStartTime then
let
val defeatedList = {angle = 1} :: defeatedList
val fallingMap =
FallingEnemyMap.remove (fallingID, fallingMap)
in
(defeatedList, fallingMap)
end
else
(defeatedList, fallingMap)
| NONE => (defeatedList, fallingMap)
end)
fun helpAttackEnemies
( projectileX
, projectileY
, enemyMap
, enemyTree
, fallingMap
, player
, mainAttackTime
) =
let
val width = Constants.projectileWidth
val height = Constants.projectileHeight
val fallingTree = FallingEnemies.generateTree fallingMap
val (defeatedList, fallingMap) = PlayerAttackFalling.foldRegion
( projectileX
, projectileY
, width
, height
, mainAttackTime
, ([], fallingMap)
, fallingTree
)
val (fallingMap, enemyMap) = PlayerAttackEnemy.foldRegion
( projectileX
, projectileY
, width
, height
, mainAttackTime
, (fallingMap, 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, fallingMap)
end
fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree, fallingMap) =
let
open PlayerType
open EntityType
val {x, y, facing, mainAttack, ...} = player
in
case mainAttack of
MAIN_ATTACKING {timePressed, ...} =>
(case facing of
FACING_RIGHT =>
let
val projectileX = x + Constants.playerWidth
val projectileY = y + Constants.projectileOffsetY
in
helpAttackEnemies
( projectileX
, projectileY
, enemyMap
, enemyTree
, fallingMap
, player
, timePressed
)
end
| FACING_LEFT =>
let
val projectileX = x - Constants.projectileWidth
val projectileY = y + Constants.projectileOffsetY
in
helpAttackEnemies
( projectileX
, projectileY
, enemyMap
, enemyTree
, fallingMap
, player
, timePressed
)
end)
| _ => (player, enemyMap, fallingMap)
end
(* - Handle collisions when player's projectile hits enemy - *)
structure ProjectileHitEnemy =
MakeQuadTreeFold
(struct
type env = Time.time
type state = FallingEnemyMap.t * EnemyMap.t
open EnemyType
fun onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime) =
let
val {x, y, variant, ...} = enemy
val fallingItem =
{x = x, y = y, variant = variant, time = currentTime}
val fallingMap =
FallingEnemyMap.add (enemyID, fallingItem, fallingMap)
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(fallingMap, enemyMap)
end
fun onShieldSlimeAttacked
(enemyID, enemy, enemyMap, fallingMap, currentTime) =
if #shieldOn enemy then (fallingMap, enemyMap)
else onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
fun onProjectileAttack
(enemyID, enemy, enemyMap, fallingMap, currentTime) =
case #variant enemy of
PATROL_SLIME =>
onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
| FOLLOW_SLIME =>
onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
| STRAIGHT_BAT =>
onDefeated (enemyID, enemy, enemyMap, fallingMap, currentTime)
| SHIELD_SLIME =>
onShieldSlimeAttacked
(enemyID, enemy, enemyMap, fallingMap, currentTime)
fun fold (enemyID, currentTime, (fallingMap, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy =>
onProjectileAttack
(enemyID, enemy, enemyMap, fallingMap, currentTime)
| NONE => (fallingMap, enemyMap)
end)
fun helpProjectileHitEnemy
(pos, projectiles, enemyTree, enemyMap, fallingMap, currentTime) =
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, currentTime, (fallingMap, enemyMap), enemyTree)
in
helpProjectileHitEnemy
(pos + 1, projectiles, enemyTree, enemyMap, fallingMap, currentTime)
end
fun projectileHitEnemy
(projectiles, enemyMap, enemyTree, fallingMap, currentTime) =
helpProjectileHitEnemy
(0, projectiles, enemyTree, enemyMap, fallingMap, currentTime)
end