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

172 lines
5.9 KiB
Standard ML

structure PlayerAttack =
struct
(* - Handle collisions where player hits enemy directly - *)
structure PlayerAttackEnemy =
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 shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList) =
if #shieldOn enemy then (defeatedList, enemyMap)
else defeatEnemy (enemyID, enemyMap, defeatedList)
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)
| SHIELD_SLIME =>
shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList)
fun fold (enemyID, (), (defeatedList, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy =>
onPlayerAttack (enemyID, enemy, enemyMap, defeatedList)
| NONE => (defeatedList, enemyMap)
end)
structure PlayerAttackFalling =
MakeQuadTreeFold
(struct
type env = unit
type state = PlayerType.defeated_enemies list * FallingEnemyMap.t
fun fold (fallingID, (), (defeatedList, fallingMap)) =
let
val defeatedList = {angle = 1} :: defeatedList
val fallingMap = FallingEnemyMap.remove (fallingID, fallingMap)
in
(defeatedList, fallingMap)
end
end)
fun helpAttackEnemies
(player, defeatedList, enemyMap, fallingMap, enemyTree, pos, boxes) =
if pos = Vector.length boxes then
let
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
else
let
val {x = px, y = py, ...} = player
val {x = bx, y = by} = Vector.sub (boxes, pos)
val x = px + bx
val y = py + by
val size = Whip.size
val (defeatedList, enemyMap) = PlayerAttackEnemy.foldRegion
(x, y, size, size, (), (defeatedList, enemyMap), enemyTree)
val fallingTree = FallingEnemies.generateTree fallingMap
val (defeatedList, fallingMap) = PlayerAttackFalling.foldRegion
(x, y, size, size, (), (defeatedList, fallingMap), fallingTree)
in
helpAttackEnemies
( player
, defeatedList
, enemyMap
, fallingMap
, enemyTree
, pos + 1
, boxes
)
end
fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree, fallingMap) =
let
open PlayerType
val {x, y, facing, mainAttack, ...} = player
in
case mainAttack of
MAIN_ATTACKING amt =>
let
open EntityType
val frame = amt div 2
val boxes =
case facing of
FACING_RIGHT => Vector.sub (Whip.rightFrames, frame)
| FACING_LEFT => Vector.sub (Whip.leftFrames, frame)
in
helpAttackEnemies
(player, [], enemyMap, fallingMap, enemyTree, 0, boxes)
end
| _ => (player, enemyMap, fallingMap)
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 onShieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) =
if #shieldOn enemy then (fallingMap, enemyMap)
else onDefeated (enemyID, enemy, enemyMap, fallingMap)
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)
| SHIELD_SLIME =>
onShieldSlimeAttacked (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