Files
sml-projects/fcore/game-update.sml
2024-12-24 12:05:44 +00:00

75 lines
2.1 KiB
Standard ML

structure GameUpdate =
struct
open GameType
fun getEnemyRecoilPatches (player, playerOnRight, acc) =
if playerOnRight then
let
val newRecoil = RECOIL_RIGHT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_LEFT
:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
end
else
let
val newRecoil = RECOIL_LEFT 0
val newAttacked = ATTACKED 0
in
W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_RIGHT
:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
end
fun checkEnemies (player: player, enemies: enemy vector, lst, acc) =
case lst of
id :: tl =>
let
val playerOnRight =
(* check if collision is closer to left side of enemy or right
* and then chose appropriate direction to recoil in *)
let
val {x, ...} = player
val pFinishX = x + Player.size
val pHalfW = Player.size div 2
val pCentreX = x + pHalfW
val {x = ex, y = ey, ...} = Vector.sub (enemies, id - 1)
val eFinishX = ex + Enemy.size
val eHalfW = Enemy.size div 2
val eCentreX = ex + eHalfW
in
eCentreX < pCentreX
end
val acc = getEnemyRecoilPatches (player, playerOnRight, acc)
in
checkEnemies (player, enemies, tl, acc)
end
| [] => acc
fun checkEnemiesWhileAttacking (player, enemies, lst, acc) =
let
open QuadTree
in
case lst of
enemyID :: tl => (* placeholder *) acc
| [] => acc
end
fun update (game, input) =
let
val {player, walls, wallTree, platforms, platformTree, enemies, enemyTree} =
game
val player = Player.runPhysicsAndInput (game, input)
in
{ player = player
, walls = walls
, wallTree = wallTree
, platforms = platforms
, platformTree = platformTree
, enemies = enemies
, enemyTree = enemyTree
}
end
end