711 lines
19 KiB
Standard ML
711 lines
19 KiB
Standard ML
structure Player =
|
|
struct
|
|
open GameType
|
|
|
|
fun mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
) =
|
|
{ yAxis = yAxis
|
|
, xAxis = xAxis
|
|
, recoil = recoil
|
|
, attacked = attacked
|
|
, mainAttack = mainAttack
|
|
, mainAttackPressed = mainAttackPressed
|
|
, facing = facing
|
|
, health = health
|
|
, x = x
|
|
, y = y
|
|
, jumpPressed = jumpPressed
|
|
, enemies = enemies
|
|
}
|
|
|
|
fun withPatch (player: player, patch) =
|
|
let
|
|
val
|
|
{ yAxis
|
|
, xAxis
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, mainAttackPressed
|
|
, facing
|
|
, health
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, enemies
|
|
} = player
|
|
in
|
|
case patch of
|
|
W_X_AXIS xAxis =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_Y_AXIS yAxis =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_RECOIL recoil =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_ATTACKED attacked =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_MAIN_ATTACK mainAttack =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_FACING facing =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_HEALTH health =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_X x =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_Y y =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_JUMP_PRESSED jumpPressed =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_MAIN_ATTACK_PRESSED mainAttackPressed =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
| W_ENEMIES enemies =>
|
|
mkPlayer
|
|
( health
|
|
, xAxis
|
|
, yAxis
|
|
, x
|
|
, y
|
|
, jumpPressed
|
|
, recoil
|
|
, attacked
|
|
, mainAttack
|
|
, facing
|
|
, mainAttackPressed
|
|
, enemies
|
|
)
|
|
end
|
|
|
|
fun withPatches (player: player, lst) =
|
|
case lst of
|
|
hd :: tl =>
|
|
let val player = withPatch (player, hd)
|
|
in withPatches (player, tl)
|
|
end
|
|
| [] => player
|
|
|
|
(* width/height *)
|
|
val size = 35
|
|
val realSize = 35.0
|
|
|
|
val halfSize = 35 div 2
|
|
val halfRealSize = 35.0 / 2.0
|
|
|
|
val moveBy = 5
|
|
|
|
(* timing variables; always start at 0,
|
|
* and revert to default state when limit is hit *)
|
|
val jumpLimit = 150
|
|
val floatLimit = 3
|
|
val recoilLimit = 15
|
|
val attackedLimit = 55
|
|
val mainAttackLimit = 15
|
|
|
|
(* 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 checkWalls (player, walls, lst, acc) =
|
|
let
|
|
open QuadTree
|
|
in
|
|
case lst of
|
|
(QUERY_ON_LEFT_SIDE, wallID) :: tl =>
|
|
let
|
|
val {x = wallX, width = wallWidth, ...} =
|
|
Vector.sub (walls, wallID - 1)
|
|
|
|
val newX = wallX + wallWidth
|
|
val acc = W_X newX :: acc
|
|
in
|
|
checkWalls (player, walls, tl, acc)
|
|
end
|
|
| (QUERY_ON_RIGHT_SIDE, wallID) :: tl =>
|
|
let
|
|
val {x = wallX, width = wallWidth, ...} =
|
|
Vector.sub (walls, wallID - 1)
|
|
|
|
val newX = wallX - size
|
|
val acc = W_X newX :: acc
|
|
in
|
|
checkWalls (player, walls, tl, acc)
|
|
end
|
|
| (QUERY_ON_BOTTOM_SIDE, wallID) :: tl =>
|
|
let
|
|
val {y = wallY, ...} = Vector.sub (walls, wallID - 1)
|
|
|
|
val newY = wallY - size
|
|
val acc = W_Y_AXIS ON_GROUND :: W_Y newY :: acc
|
|
in
|
|
checkWalls (player, walls, tl, acc)
|
|
end
|
|
| (QUERY_ON_TOP_SIDE, wallID) :: tl => checkWalls (player, walls, tl, acc)
|
|
| [] => acc
|
|
end
|
|
|
|
fun checkPlatforms (player, platforms, lst, acc) =
|
|
let
|
|
open QuadTree
|
|
in
|
|
case lst of
|
|
platID :: tl =>
|
|
(case #yAxis player of
|
|
DROP_BELOW_PLATFORM =>
|
|
(* pass through, allowing player to drop below the platform *)
|
|
checkPlatforms (player, platforms, tl, acc)
|
|
| JUMPING _ =>
|
|
(* pass through, allowing player to jump above the platform *)
|
|
checkPlatforms (player, platforms, tl, acc)
|
|
| _ =>
|
|
let
|
|
(* default case:
|
|
* player will land on platform and stay on the ground there. *)
|
|
val {y = platY, ...} = Vector.sub (platforms, platID - 1)
|
|
|
|
val newY = platY - size
|
|
val acc = W_Y_AXIS ON_GROUND :: W_Y newY :: acc
|
|
in
|
|
checkPlatforms (player, platforms, tl, acc)
|
|
end)
|
|
| [] => acc
|
|
end
|
|
|
|
(* only checks for collisions with environment (walls and platforms) *)
|
|
fun getEnvironmentPatches (player, game) =
|
|
let
|
|
val {walls, wallTree, platformTree, platforms, enemyTree, enemies, ...} =
|
|
game
|
|
|
|
val {x, y, attacked, mainAttack, ...} = player
|
|
|
|
val platCollisions = QuadTree.getCollisionsBelow
|
|
(x, y, size, size, 0, 0, 1920, 1080, 0, platformTree)
|
|
val acc = checkPlatforms (player, platforms, platCollisions, [])
|
|
|
|
val wallCollisions = QuadTree.getCollisionSides
|
|
(x, y, size, size, 0, 0, 1920, 1080, 0, wallTree)
|
|
in
|
|
checkWalls (player, walls, wallCollisions, acc)
|
|
end
|
|
|
|
fun getMovePatches player =
|
|
let
|
|
val {xAxis, yAxis, x, y, ...} = player
|
|
|
|
val desiredX =
|
|
case xAxis of
|
|
STAY_STILL => x
|
|
| MOVE_LEFT => x - moveBy
|
|
| MOVE_RIGHT => x + moveBy
|
|
in
|
|
case yAxis of
|
|
ON_GROUND => [W_X desiredX]
|
|
| FLOATING floated =>
|
|
let
|
|
val yAxis =
|
|
if floated = floatLimit then FALLING else FLOATING (floated + 1)
|
|
in
|
|
[W_X desiredX, W_Y_AXIS yAxis]
|
|
end
|
|
| FALLING =>
|
|
let val desiredY = y + moveBy
|
|
in [W_X desiredX, W_Y desiredY]
|
|
end
|
|
| DROP_BELOW_PLATFORM =>
|
|
let val desiredY = y + moveBy
|
|
in [W_X desiredX, W_Y desiredY]
|
|
end
|
|
| JUMPING jumped =>
|
|
if jumped + moveBy > jumpLimit then
|
|
(* if we are above the jump limit, trigger a fall *)
|
|
let val newYAxis = FLOATING 0
|
|
in [W_X desiredX, W_Y_AXIS newYAxis]
|
|
end
|
|
else
|
|
(* jump *)
|
|
let
|
|
val newJumped = jumped + moveBy
|
|
val newYAxis = JUMPING newJumped
|
|
val desiredY = y - moveBy
|
|
in
|
|
[W_X desiredX, W_Y desiredY, W_Y_AXIS newYAxis]
|
|
end
|
|
end
|
|
|
|
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 getMainAttackPatches (prevAttack, attackHeld, mainAttackPressed) =
|
|
case prevAttack of
|
|
MAIN_NOT_ATTACKING =>
|
|
if attackHeld andalso not mainAttackPressed then MAIN_ATTACKING 0
|
|
else prevAttack
|
|
| MAIN_ATTACKING amt =>
|
|
if amt = mainAttackLimit then MAIN_NOT_ATTACKING
|
|
else let val amt = amt + 1 in MAIN_ATTACKING amt end
|
|
|
|
fun getInputPatches (player: player, input) =
|
|
case #mainAttack player of
|
|
MAIN_NOT_ATTACKING =>
|
|
let
|
|
val
|
|
{ x
|
|
, y
|
|
, yAxis
|
|
, jumpPressed
|
|
, facing
|
|
, mainAttack
|
|
, mainAttackPressed
|
|
, ...
|
|
} = player
|
|
|
|
val {leftHeld, rightHeld, upHeld, downHeld, attackHeld} = input
|
|
|
|
val xAxis = getXAxis (leftHeld, rightHeld)
|
|
val facing = getFacing (facing, xAxis)
|
|
val mainAttack =
|
|
getMainAttackPatches (mainAttack, attackHeld, mainAttackPressed)
|
|
|
|
val mainAttackPressed =
|
|
case mainAttack of
|
|
MAIN_ATTACKING _ => true
|
|
| _ => attackHeld
|
|
|
|
val acc =
|
|
[ W_X_AXIS xAxis
|
|
, W_FACING facing
|
|
, W_MAIN_ATTACK mainAttack
|
|
, W_MAIN_ATTACK_PRESSED mainAttackPressed
|
|
]
|
|
val acc = getJumpPatches (player, upHeld, downHeld, acc)
|
|
in
|
|
acc
|
|
end
|
|
| MAIN_ATTACKING _ =>
|
|
let
|
|
val {mainAttack, mainAttackPressed, ...} = player
|
|
val {attackHeld, ...} = input
|
|
val mainAttack =
|
|
getMainAttackPatches (mainAttack, attackHeld, mainAttackPressed)
|
|
val mainAttackPressed =
|
|
case mainAttack of
|
|
MAIN_ATTACKING _ => true
|
|
| _ => mainAttackPressed
|
|
in
|
|
[ W_X_AXIS STAY_STILL
|
|
, W_MAIN_ATTACK mainAttack
|
|
, W_MAIN_ATTACK_PRESSED mainAttackPressed
|
|
]
|
|
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 = 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 = 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 runPhysicsAndInput (game: game_type, input) =
|
|
let
|
|
val player = #player game
|
|
|
|
val patches = getRecoilPatches player
|
|
val player = 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 withPatches (player, patches)
|
|
end
|
|
| _ => player
|
|
|
|
val patches = getMovePatches player
|
|
val player = withPatches (player, patches)
|
|
|
|
val patches = getEnvironmentPatches (player, game)
|
|
in
|
|
withPatches (player, patches)
|
|
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_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))
|
|
|
|
fun getDrawVec (player: player, width, height) =
|
|
let
|
|
val {x, y, attacked, mainAttack, ...} = player
|
|
val wratio = width / 1920.0
|
|
val hratio = height / 1080.0
|
|
in
|
|
if wratio < hratio then
|
|
let
|
|
val scale = 1080.0 * 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 = realSize * wratio
|
|
in
|
|
helpGetDrawVec (x, y, realSize, width, height, attacked, mainAttack)
|
|
end
|
|
else
|
|
let
|
|
val scale = 1920.0 * 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 = realSize * 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_ATTACKING amt =>
|
|
let
|
|
val {x, y, ...} = player
|
|
val wratio = width / 1920.0
|
|
val hratio = height / 1080.0
|
|
in
|
|
if wratio < hratio then
|
|
let
|
|
val scale = 1080.0 * 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 - halfRealSize) * wratio
|
|
val y = (Real32.fromInt y - halfRealSize) * wratio + yOffset
|
|
|
|
val realSize = (realSize * 2.0) * wratio
|
|
val alpha = Real32.fromInt amt / Real32.fromInt mainAttackLimit
|
|
in
|
|
Field.lerp
|
|
(x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha)
|
|
end
|
|
else
|
|
let
|
|
val scale = 1920.0 * 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 - halfRealSize) * hratio + xOffset
|
|
val y = (Real32.fromInt y - halfRealSize) * hratio
|
|
|
|
val realSize = (realSize * 2.0) * hratio
|
|
val alpha = Real32.fromInt amt / Real32.fromInt mainAttackLimit
|
|
in
|
|
Field.lerp
|
|
(x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha)
|
|
end
|
|
end
|
|
end
|