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

117 lines
4.0 KiB
Standard ML

structure PlayerAttack =
struct
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
structure ProjectileHitEnemy =
MakeQuadTreeFold
(struct
type env = unit
type state = EnemyType.falling_enemy list * EnemyMap.t
open EnemyType
fun onDefeated (enemyID, enemy, enemyMap, fallingList) =
let
val {x, y, variant, ...} = enemy
val fallingList = {x = x, y = y, variant = variant} :: fallingList
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(fallingList, enemyMap)
end
fun onProjectileAttack (enemyID, enemy, enemyMap, fallingList) =
case #variant enemy of
PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
| FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
| STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingList)
fun fold (enemyID, (), (fallingList, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy =>
onProjectileAttack (enemyID, enemy, enemyMap, fallingList)
| NONE => (fallingList, enemyMap)
end)
fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, newFalling) =
if pos = Vector.length projectiles then
(newFalling, enemyMap)
else
let
val {x, y, ...}: PlayerType.player_projectile =
Vector.sub (projectiles, pos)
val size = Constants.projectileSizeInt
val (newFalling, enemyMap) = ProjectileHitEnemy.foldRegion
(x, y, size, size, (), (newFalling, enemyMap), enemyTree)
in
helpProjectileHitEnemy
(pos + 1, projectiles, enemyTree, enemyMap, newFalling)
end
fun projectileHitEnemy (projectiles, enemyMap, enemyTree, oldFalling) =
let
val (newFalling, enemyMap) = helpProjectileHitEnemy
(0, projectiles, enemyTree, enemyMap, [])
val newFalling = Vector.fromList newFalling
val allFalling = Vector.concat [newFalling, oldFalling]
in
(allFalling, enemyMap)
end
end