Files
sml-projects/fcore/enemy.sml

259 lines
6.9 KiB
Standard ML

structure Enemy =
struct
open GameType
fun withDefaultYAxis (enemy: enemy) =
case #yAxis enemy of
ON_GROUND =>
EnemyPatch.withPatch (enemy, EnemyPatch.W_Y_AXIS FALLING)
| _ => enemy
fun helpExists (pos, id, collisions) =
if pos = Vector.length collisions then
false
else
let val current = Vector.sub (collisions, pos)
in current = id orelse helpExists (pos + 1, id, collisions)
end
fun exists (id, collisions) = helpExists (0, id, collisions)
(* called when filtering enemies,
* to adjust enemy data on collision with projectile *)
fun onCollisionWithProjectile
( enemy: enemy
, projectileTree
, acc
, walls
, wallTree
, platforms
, platformTree
, player
) =
let
val {x, y, health, ...} = enemy
val size = Constants.enemySize
val hasCollision = QuadHelp.hasCollisionAt
(x, y, size, size, projectileTree)
in
if hasCollision then
if health = 1 then
(* filter out if decrementing health by one = 0 *)
acc
else
let
val enemy = withDefaultYAxis enemy
(* get patches specific to this type of enemy *)
val patches = EnemyBehaviour.getVariantPatches
(enemy, walls, wallTree, platforms, platformTree, player, [])
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getPhysicsPatches enemy
val patches = EnemyPatch.W_HEALTH (health - 1) :: patches
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getEnvironmentPatches
(enemy, walls, wallTree, platforms, platformTree)
val enemy = EnemyPatch.withPatches (enemy, patches)
in
enemy :: acc
end
else
let
val enemy = withDefaultYAxis enemy
(* get patches specific to this type of enemy *)
val patches = EnemyBehaviour.getVariantPatches
(enemy, walls, wallTree, platforms, platformTree, player, [])
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getPhysicsPatches enemy
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getEnvironmentPatches
(enemy, walls, wallTree, platforms, platformTree)
val enemy = EnemyPatch.withPatches (enemy, patches)
in
enemy :: acc
end
end
(* filter enemy projectiles when player is not attacking *)
fun filterProjectileCollisions
( pos
, enemies
, projectileTree
, acc
, walls
, wallTree
, platforms
, platformTree
, player
) =
if pos < 0 then
Vector.fromList acc
else
let
val enemy = Vector.sub (enemies, pos)
val acc = onCollisionWithProjectile
( enemy
, projectileTree
, acc
, walls
, wallTree
, platforms
, platformTree
, player
)
in
filterProjectileCollisions
( pos - 1
, enemies
, projectileTree
, acc
, walls
, wallTree
, platforms
, platformTree
, player
)
end
(* removes enemies from `enemies` vector when player is attacking that enemy
* and also filter enemy (or change enemyh health)
* if enemy has collided with projectile *)
fun filterWhenAttacked
( pos
, collisions
, enemies
, projectileTree
, acc
, walls
, wallTree
, platforms
, platformTree
, player
) =
if pos < 0 then
Vector.fromList acc
else
let
val enemy = Vector.sub (enemies, pos)
val acc =
if exists (#id enemy, collisions) then (* filter out *)
acc
else
onCollisionWithProjectile
( enemy
, projectileTree
, acc
, walls
, wallTree
, platforms
, platformTree
, player
)
in
filterWhenAttacked
( pos - 1
, collisions
, enemies
, projectileTree
, acc
, walls
, wallTree
, platforms
, platformTree
, player
)
end
fun helpGenerateTree (pos, enemyVec: enemy vector, acc) =
if pos = Vector.length enemyVec then
acc
else
let
val {id, x, y, ...} = Vector.sub (enemyVec, pos)
val size = Constants.enemySize
val acc = QuadHelp.insert (x, y, size, size, id, acc)
in
helpGenerateTree (pos + 1, enemyVec, acc)
end
fun generateTree enemyVec = helpGenerateTree (0, enemyVec, QuadTree.empty)
fun helpFind (findNum, vec: enemy vector, low, high) =
(* should only be called when we know enemy already exists in vec *)
let
val mid = low + ((high - low) div 2)
val enemy = Vector.sub (vec, mid)
val {id = curNum, ...} = enemy
in
if curNum = findNum then enemy
else if curNum < findNum then helpFind (findNum, vec, mid + 1, high)
else helpFind (findNum, vec, low, mid - 1)
end
fun find (findNum, vec) =
helpFind (findNum, vec, 0, Vector.length vec - 1)
fun helpGetDrawVec (enemy: enemy, width, height) =
let
val {x, y, ...} = enemy
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.enemySizeReal * wratio
in
Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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.enemySizeReal * hratio
in
Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
end
end
fun getDrawVecLoop (pos, enemies, width, height, acc) =
if pos = Vector.length enemies then
Vector.concat acc
else
let
val e = Vector.sub (enemies, pos)
val hd = helpGetDrawVec (e, width, height)
val acc = hd :: acc
in
getDrawVecLoop (pos + 1, enemies, width, height, acc)
end
fun getDrawVec (enemies, width, height) =
getDrawVecLoop (0, enemies, width, height, [])
end