162 lines
5.1 KiB
Standard ML
162 lines
5.1 KiB
Standard ML
structure Enemy =
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struct
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fun helpExists (pos, id, collisions) =
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if pos = Vector.length collisions then
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false
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else
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let val current = Vector.sub (collisions, pos)
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in current = id orelse helpExists (pos + 1, id, collisions)
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end
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fun exists (id, collisions) = helpExists (0, id, collisions)
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(* called when filtering enemies,
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* to adjust enemy data on collision with projectile *)
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fun onCollisionWithProjectile (enemy, projectileTree, acc) =
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let
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val {x, y, health, id, xAxis, yAxis} = enemy
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val size = Constants.enemySize
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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val hasCollision = QuadTree.hasCollisionAt
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(x, y, size, size, 0, 0, ww, wh, ~1, projectileTree)
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in
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if hasCollision then
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if health = 1 then
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(* filter out if decrementing health by one = 0 *)
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acc
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else
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let
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val patches = EnemyPhysics.getPatches enemy
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val patches = EnemyPatch.W_HEALTH (health - 1) :: patches
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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enemy :: acc
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end
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else
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let
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val patches = EnemyPhysics.getPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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enemy :: acc
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end
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end
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(* filter enemy projectiles when player is not attacking *)
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fun filterProjectileCollisions (pos, enemies, projectileTree, acc) =
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if pos < 0 then
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Vector.fromList acc
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else
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let
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val enemy = Vector.sub (enemies, pos)
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val acc = onCollisionWithProjectile (enemy, projectileTree, acc)
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in
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filterProjectileCollisions (pos - 1, enemies, projectileTree, acc)
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end
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(* removes enemies from `enemies` vector when player is attacking that enemy
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* and also filter enemy (or change enemyh health)
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* if enemy has collided with projectile *)
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fun filterWhenAttacked (pos, collisions, enemies, projectileTree, acc) =
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if pos < 0 then
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Vector.fromList acc
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else
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let
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val enemy = Vector.sub (enemies, pos)
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val acc =
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if exists (#id enemy, collisions) then (* filter out *) acc
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else onCollisionWithProjectile (enemy, projectileTree, acc)
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in
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filterWhenAttacked (pos - 1, collisions, enemies, projectileTree, acc)
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end
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fun helpGenerateTree (pos, enemyVec, acc) =
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if pos = Vector.length enemyVec then
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acc
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else
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let
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val {id, x, y, health = _, xAxis = _, yAxis = _} =
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Vector.sub (enemyVec, pos)
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val size = Constants.enemySize
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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val acc = QuadTree.insert (x, y, size, size, 0, 0, ww, wh, id, acc)
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in
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helpGenerateTree (pos + 1, enemyVec, acc)
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end
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fun generateTree enemyVec = helpGenerateTree (0, enemyVec, QuadTree.empty)
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fun helpFind (findNum, vec, low, high) =
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(* should only be called when we know enemy already exists in vec *)
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let
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val mid = low + ((high - low) div 2)
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val enemy = Vector.sub (vec, mid)
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val {id = curNum, x = _, y = _, health = _, xAxis = _, yAxis = _} = enemy
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in
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if curNum = findNum then enemy
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else if curNum < findNum then helpFind (findNum, vec, mid + 1, high)
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else helpFind (findNum, vec, low, mid - 1)
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end
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fun find (findNum, vec) =
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helpFind (findNum, vec, 0, Vector.length vec - 1)
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fun helpGetDrawVec (enemy, width, height) =
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let
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val {x, y, id = _, health = _, xAxis = _, yAxis = _} = enemy
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
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in
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if wratio < hratio then
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let
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val scale = Constants.worldHeightReal * wratio
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val yOffset =
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if height > scale then (height - scale) / 2.0
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else if height < scale then (scale - height) / 2.0
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else 0.0
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val x = Real32.fromInt x * wratio
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val y = Real32.fromInt y * wratio + yOffset
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val realSize = Constants.enemySizeReal * wratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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else
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let
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val scale = Constants.worldWidthReal * hratio
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val xOffset =
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if width > scale then (width - scale) / 2.0
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else if width < scale then (scale - width) / 2.0
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else 0.0
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val x = Real32.fromInt x * hratio + xOffset
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val y = Real32.fromInt y * hratio
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val realSize = Constants.enemySizeReal * hratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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end
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fun getDrawVecLoop (pos, enemies, width, height, acc) =
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if pos = Vector.length enemies then
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Vector.concat acc
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else
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let
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val e = Vector.sub (enemies, pos)
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val hd = helpGetDrawVec (e, width, height)
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val acc = hd :: acc
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in
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getDrawVecLoop (pos + 1, enemies, width, height, acc)
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end
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fun getDrawVec (enemies, width, height) =
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getDrawVecLoop (0, enemies, width, height, [])
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end
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