674 lines
21 KiB
Standard ML
674 lines
21 KiB
Standard ML
structure Player =
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struct
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open GameType
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open PlayerPatch
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(* helper functions checking input *)
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fun getXAxis (lh, rh) =
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case (lh, rh) of
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(false, false) => STAY_STILL
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| (false, true) => MOVE_RIGHT
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| (true, false) => MOVE_LEFT
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| (true, true) => STAY_STILL
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fun getFacing (facing, xAxis) =
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case xAxis of
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STAY_STILL => facing
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| MOVE_LEFT => FACING_LEFT
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| MOVE_RIGHT => FACING_RIGHT
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(* function returns default yAxis when neither up/down are pressed
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* or both are pressed.
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*
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* In the case where the user was previously jumping,
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* we enter the floating stage, because it's normal for games
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* to have a very brief floating/gliding period before applying gravity.
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*
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* In the case where the user was previously floating, we want the player to
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* keep floating at this point (another function will apply gravity if we
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* floated enough).
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*
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* In every other case, we return the FALLING variant,
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* which has the same effect as returning the ON_GROUND variant,
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* except that it means gravity is applied if we walk off a platform.
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* *)
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fun defaultYAxis prevAxis =
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case prevAxis of
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JUMPING _ => FLOATING 0
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| FLOATING _ => prevAxis
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| DROP_BELOW_PLATFORM => prevAxis
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| _ => FALLING
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(* We want to prevent a double jump
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* or jumping while the player is falling
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* so we only switch to the JUMPING case if the player
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* is on the ground. *)
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fun onJumpPressed (prevAxis, jumpPressed) =
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case prevAxis of
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ON_GROUND =>
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if jumpPressed then (* apply gravity *) FALLING else JUMPING 0
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| _ => prevAxis
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fun checkWalls (player, walls, lst, acc) =
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let
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open QuadTree
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in
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case lst of
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(QUERY_ON_LEFT_SIDE, wallID) :: tl =>
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let
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val {x = wallX, width = wallWidth, ...} =
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Vector.sub (walls, wallID - 1)
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val newX = wallX + wallWidth
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val acc = W_X newX :: acc
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in
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checkWalls (player, walls, tl, acc)
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end
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| (QUERY_ON_RIGHT_SIDE, wallID) :: tl =>
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let
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val {x = wallX, width = wallWidth, ...} =
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Vector.sub (walls, wallID - 1)
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val newX = wallX - Constants.playerSize
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val acc = W_X newX :: acc
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in
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checkWalls (player, walls, tl, acc)
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end
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| (QUERY_ON_BOTTOM_SIDE, wallID) :: tl =>
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let
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val {y = wallY, ...} = Vector.sub (walls, wallID - 1)
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val newY = wallY - Constants.playerSize
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val acc = W_Y_AXIS ON_GROUND :: W_Y newY :: acc
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in
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checkWalls (player, walls, tl, acc)
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end
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| (QUERY_ON_TOP_SIDE, wallID) :: tl => checkWalls (player, walls, tl, acc)
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| [] => acc
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end
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fun checkPlatforms (player, platforms, lst, acc) =
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let
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open QuadTree
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in
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case lst of
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platID :: tl =>
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(case #yAxis player of
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DROP_BELOW_PLATFORM =>
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(* pass through, allowing player to drop below the platform *)
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checkPlatforms (player, platforms, tl, acc)
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| JUMPING _ =>
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(* pass through, allowing player to jump above the platform *)
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checkPlatforms (player, platforms, tl, acc)
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| _ =>
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let
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(* default case:
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* player will land on platform and stay on the ground there. *)
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val {y = platY, ...} = Vector.sub (platforms, platID - 1)
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val newY = platY - Constants.playerSize
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val acc = W_Y_AXIS ON_GROUND :: W_Y newY :: acc
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in
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checkPlatforms (player, platforms, tl, acc)
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end)
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| [] => acc
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end
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(* only checks for collisions with environment (walls and platforms) *)
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fun getEnvironmentPatches (player, game) =
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let
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val {walls, wallTree, platformTree, platforms, ...} = game
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val {x, y, ...} = player
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val size = Constants.playerSize
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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val platCollisions = QuadTree.getCollisionsBelow
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(x, y, size, size, 0, 0, ww, wh, 0, platformTree)
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val acc = checkPlatforms (player, platforms, platCollisions, [])
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val wallCollisions = QuadTree.getCollisionSides
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(x, y, size, size, 0, 0, ww, wh, 0, wallTree)
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in
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checkWalls (player, walls, wallCollisions, acc)
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end
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fun getJumpPatches (player, upHeld, downHeld, acc) =
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let
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val {yAxis, jumpPressed, ...} = player
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in
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case (upHeld, downHeld) of
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(false, false) =>
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let
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val yAxis = defaultYAxis yAxis
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val jumpPressed = false
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in
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W_JUMP_PRESSED jumpPressed :: W_Y_AXIS yAxis :: acc
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end
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| (true, true) =>
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let val yAxis = defaultYAxis yAxis
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in W_Y_AXIS yAxis :: acc
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end
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| (true, false) =>
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let
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val yAxis = onJumpPressed (yAxis, jumpPressed)
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val jumpPressed = true
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in
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W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc
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end
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| (false, true) =>
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let
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val jumpPressed = false
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val yAxis = DROP_BELOW_PLATFORM
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in
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W_Y_AXIS yAxis :: W_JUMP_PRESSED jumpPressed :: acc
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end
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end
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fun prevWasNotAttacking prevAttack = prevAttack <> MAIN_ATTACKING
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(* called only when player has no projectiles or was not previously attacking *)
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fun helpGetMainAttackPatches (attackHeld, chargeHeld, charge) =
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if attackHeld andalso charge > 0 then W_MAIN_ATTACK MAIN_ATTACKING
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else if chargeHeld andalso not attackHeld then W_MAIN_ATTACK MAIN_CHARGING
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else W_MAIN_ATTACK MAIN_NOT_ATTACKING
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fun degreesToRadians degrees = Real32.fromInt degrees * Constants.projectilePi
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fun defeatedEnemiesToProjectiles
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(pos, defeteadEnemies, player as {x, y, facing, ...}, acc) =
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if pos = Vector.length defeteadEnemies then
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Vector.fromList acc
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else
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let
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val diff =
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Constants.halfPlayerSizeReal - (Constants.projectileSize / 2.0)
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val x = Real32.fromInt x + diff
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val y = Real32.fromInt y + diff
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val {angle} = Vector.sub (defeteadEnemies, pos)
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val angle = degreesToRadians angle
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val x = ((Real32.Math.cos angle) * Constants.projectileDistance) + x
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val y = ((Real32.Math.sin angle) * Constants.projectileDistance) + y
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val x = Real32.toInt IEEEReal.TO_NEAREST x
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val y = Real32.toInt IEEEReal.TO_NEAREST y
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val acc = {x = x, y = y, facing = facing} :: acc
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in
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defeatedEnemiesToProjectiles (pos + 1, defeteadEnemies, player, acc)
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end
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fun getThrowPatches (defeteadEnemies, projectiles, player, acc) =
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let
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val newProjectiles =
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defeatedEnemiesToProjectiles (0, defeteadEnemies, player, [])
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(* concatenate new projectiles with previous projectiles *)
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val allProjectiles = Vector.concat [newProjectiles, projectiles]
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(* remove defeated enemies from player record *)
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val enemies = Vector.fromList []
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in
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W_MAIN_ATTACK MAIN_THROWING :: W_PROJECTILES allProjectiles
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:: W_ENEMIES enemies :: acc
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end
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fun getMainAttackPatches
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( prevAttack
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, defeteadEnemies
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, projectiles
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, attackHeld
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, chargeHeld
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, charge
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, player
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, acc
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) =
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case prevAttack of
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MAIN_NOT_ATTACKING =>
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if attackHeld andalso Vector.length defeteadEnemies > 0 then
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(* shoot projectiles if player was not attacking previously,
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* and there is more than one enemy *)
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getThrowPatches (defeteadEnemies, projectiles, player, acc)
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else
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let
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val mainAttack =
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helpGetMainAttackPatches (attackHeld, chargeHeld, charge)
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in
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mainAttack :: acc
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end
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| MAIN_CHARGING =>
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if attackHeld andalso Vector.length defeteadEnemies > 0 then
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getThrowPatches (defeteadEnemies, projectiles, player, acc)
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else
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let
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val mainAttack =
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helpGetMainAttackPatches (attackHeld, chargeHeld, charge)
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in
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mainAttack :: acc
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end
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| MAIN_ATTACKING =>
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let
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val mainAttack =
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helpGetMainAttackPatches (attackHeld, chargeHeld, charge)
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in
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mainAttack :: acc
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end
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| MAIN_THROWING =>
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if attackHeld then
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acc
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else
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let
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val mainAttack =
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helpGetMainAttackPatches (attackHeld, chargeHeld, charge)
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in
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mainAttack :: acc
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end
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fun getInputPatches (player: player, input) =
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let
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val
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{ x
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, y
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, yAxis
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, jumpPressed
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, facing
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, mainAttack
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, mainAttackPressed
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, charge
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, enemies
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, projectiles
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, ...
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} = player
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val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, chargeHeld} =
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input
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val xAxis = getXAxis (leftHeld, rightHeld)
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val facing = getFacing (facing, xAxis)
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val charge =
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case mainAttack of
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MAIN_CHARGING => Int.min (charge + 1, Constants.maxCharge)
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| MAIN_ATTACKING => Int.max (charge - 1, 0)
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| _ => charge
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val acc = [W_X_AXIS xAxis, W_FACING facing, W_CHARGE charge]
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val acc = getMainAttackPatches
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( mainAttack
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, enemies
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, projectiles
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, attackHeld
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, chargeHeld
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, charge
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, player
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, acc
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)
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val acc = getJumpPatches (player, upHeld, downHeld, acc)
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in
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acc
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end
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fun getRecoilPatches player =
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case #recoil player of
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NO_RECOIL => []
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| RECOIL_LEFT recoiled =>
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(* if player is recoiling, don't accept or adjust any input.
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* However, if player has reached the recoil limit, exit the recoil
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* state and accept input.
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* *)
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if recoiled = Constants.recoilLimit then
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[W_RECOIL NO_RECOIL]
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else
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let
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val {x, y, health, attacked, facing, xAxis, ...} = player
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(* difference between RECOIL_LEFT and RECOIL_RIGHT
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* is the direction player moves back in *)
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val x = x - 5
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val xAxis = STAY_STILL
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val yAxis = FALLING
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val jumpPressed = false
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val recoiled = recoiled + 1
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val recoil = RECOIL_LEFT recoiled
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val facing = getFacing (facing, xAxis)
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in
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[ W_X x
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, W_X_AXIS xAxis
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, W_Y_AXIS yAxis
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, W_JUMP_PRESSED jumpPressed
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, W_RECOIL recoil
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, W_FACING facing
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]
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end
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| RECOIL_RIGHT recoiled =>
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if recoiled = Constants.recoilLimit then
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[W_RECOIL NO_RECOIL]
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else
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let
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val {x, y, health, attacked, facing, xAxis, ...} = player
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val x = x + 5
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val xAxis = STAY_STILL
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val yAxis = FALLING
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val jumpPressed = false
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val recoiled = recoiled + 1
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val recoil = RECOIL_RIGHT recoiled
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val facing = getFacing (facing, xAxis)
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in
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[ W_X x
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, W_X_AXIS xAxis
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, W_Y_AXIS yAxis
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, W_JUMP_PRESSED jumpPressed
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, W_RECOIL recoil
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, W_FACING facing
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]
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end
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fun helpMoveProjectiles (pos, projectiles, 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 {x, y, facing} = Vector.sub (projectiles, pos)
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in
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if x <= 0 orelse x >= Constants.worldWidth then
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(* filter out since projectile is not visible *)
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helpMoveProjectiles (pos - 1, projectiles, acc)
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else
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let
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val x =
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case facing of
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FACING_LEFT => x - Constants.movePlayerBy
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| FACING_RIGHT => x + Constants.movePlayerBy
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val newTile = {x = x, y = y, facing = facing}
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val acc = newTile :: acc
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in
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helpMoveProjectiles (pos - 1, projectiles, acc)
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end
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end
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fun getProjectilePatches ({projectiles, ...}) =
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let
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val newProjectiles = helpMoveProjectiles
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(Vector.length projectiles - 1, projectiles, [])
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in
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[W_PROJECTILES newProjectiles]
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end
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fun runPhysicsAndInput (game: game_type, input) =
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let
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val player = #player game
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val patches = getProjectilePatches player
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val player = PlayerPatch.withPatches (player, patches)
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val patches = getRecoilPatches player
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val player = PlayerPatch.withPatches (player, patches)
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val player =
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(* we only accept and handle input if player is not recoiling *)
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case #recoil player of
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NO_RECOIL =>
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let val patches = getInputPatches (player, input)
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in PlayerPatch.withPatches (player, patches)
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end
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| _ => player
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val player =
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let
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val e = #enemies player
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val e =
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Vector.map
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(fn {angle} => {angle = if angle < 360 then angle + 5 else 0}) e
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val patches = [W_ENEMIES e]
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in
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PlayerPatch.withPatches (player, patches)
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end
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val patches = PlayerPhysics.getPatches player
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val player = PlayerPatch.withPatches (player, patches)
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val patches = getEnvironmentPatches (player, game)
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in
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PlayerPatch.withPatches (player, patches)
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end
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(* block is placeholder asset *)
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fun helpGetDrawVec (x, y, size, width, height, attacked, mainAttack) =
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case mainAttack of
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MAIN_NOT_ATTACKING =>
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(case attacked of
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NOT_ATTACKED =>
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Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5)
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| ATTACKED amt =>
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if amt mod 5 = 0 then
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Block.lerp (x, y, size, size, width, height, 0.9, 0.9, 0.9)
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else
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Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5))
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| MAIN_THROWING =>
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(case attacked of
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NOT_ATTACKED =>
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Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5)
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| ATTACKED amt =>
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if amt mod 5 = 0 then
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Block.lerp (x, y, size, size, width, height, 0.9, 0.9, 0.9)
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else
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Block.lerp (x, y, size, size, width, height, 0.5, 0.5, 0.5))
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| MAIN_ATTACKING =>
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(case attacked of
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NOT_ATTACKED =>
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Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5)
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| ATTACKED amt =>
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if amt mod 5 = 0 then
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Block.lerp (x, y, size, size, width, height, 1.0, 0.9, 0.9)
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else
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Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5))
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| MAIN_CHARGING =>
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(case attacked of
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NOT_ATTACKED =>
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Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5)
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| ATTACKED amt =>
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if amt mod 5 = 0 then
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Block.lerp (x, y, size, size, width, height, 1.0, 0.9, 0.9)
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else
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Block.lerp (x, y, size, size, width, height, 1.0, 0.5, 0.5))
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fun getDrawVec (player: player, width, height) =
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let
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val {x, y, attacked, mainAttack, ...} = player
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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.playerSizeReal * wratio
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in
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helpGetDrawVec (x, y, realSize, width, height, attacked, mainAttack)
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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.playerSizeReal * hratio
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in
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helpGetDrawVec (x, y, realSize, width, height, attacked, mainAttack)
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end
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end
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fun getFieldVec (player: player, width, height) =
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case #mainAttack player of
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MAIN_NOT_ATTACKING => Vector.fromList []
|
|
| MAIN_THROWING => Vector.fromList []
|
|
| _ =>
|
|
let
|
|
val {x, y, ...} = player
|
|
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 - Constants.halfPlayerSizeReal) * wratio
|
|
val y =
|
|
(Real32.fromInt y - Constants.halfPlayerSizeReal) * wratio
|
|
+ yOffset
|
|
|
|
val realSize = (Constants.playerSizeReal * 2.0) * wratio
|
|
|
|
val {charge, ...} = player
|
|
val alpha = Real32.fromInt charge / 60.0
|
|
in
|
|
Field.lerp
|
|
(x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha)
|
|
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 - Constants.halfPlayerSizeReal) * hratio
|
|
+ xOffset
|
|
val y = (Real32.fromInt y - Constants.halfPlayerSizeReal) * hratio
|
|
|
|
val realSize = (Constants.playerSizeReal * 2.0) * hratio
|
|
|
|
val {charge, ...} = player
|
|
val alpha = Real32.fromInt charge / 60.0
|
|
in
|
|
Field.lerp
|
|
(x, y, realSize, realSize, width, height, 0.7, 0.7, 1.0, alpha)
|
|
end
|
|
end
|
|
|
|
fun helpGetPelletVec
|
|
( playerX
|
|
, playerY
|
|
, pos
|
|
, enemies
|
|
, width
|
|
, height
|
|
, ratio
|
|
, xOffset
|
|
, yOffset
|
|
, acc
|
|
) =
|
|
if pos = Vector.length enemies then
|
|
Vector.concat acc
|
|
else
|
|
let
|
|
val {angle} = Vector.sub (enemies, pos)
|
|
(* convert degrees to radians *)
|
|
val angle = degreesToRadians angle
|
|
|
|
(* calculate pellet's x and y *)
|
|
val pelletX =
|
|
((Real32.Math.cos angle) * Constants.projectileDistance) + playerX
|
|
val pelletX = pelletX * ratio + xOffset
|
|
|
|
val pelletY =
|
|
((Real32.Math.sin angle) * Constants.projectileDistance) + playerY
|
|
val pelletY = pelletY * ratio + yOffset
|
|
|
|
val defeatedSize = Constants.projectileSize * ratio
|
|
|
|
val vec = Field.lerp
|
|
( pelletX
|
|
, pelletY
|
|
, defeatedSize
|
|
, defeatedSize
|
|
, width
|
|
, height
|
|
, 0.3
|
|
, 0.9
|
|
, 0.3
|
|
, 1.0
|
|
)
|
|
val acc = vec :: acc
|
|
in
|
|
helpGetPelletVec
|
|
( playerX
|
|
, playerY
|
|
, pos + 1
|
|
, enemies
|
|
, width
|
|
, height
|
|
, ratio
|
|
, xOffset
|
|
, yOffset
|
|
, acc
|
|
)
|
|
end
|
|
|
|
fun getPelletVec (player: player, width, height) =
|
|
if Vector.length (#enemies player) = 0 then
|
|
Vector.fromList []
|
|
else
|
|
let
|
|
val {x, y, enemies, ...} = player
|
|
|
|
(* get centre (x, y) coordinates of player *)
|
|
val diff =
|
|
Constants.halfPlayerSizeReal - (Constants.projectileSize / 2.0)
|
|
val x = Real32.fromInt x + diff
|
|
val y = Real32.fromInt y + diff
|
|
|
|
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
|
|
in
|
|
helpGetPelletVec
|
|
(x, y, 0, enemies, width, height, wratio, 0.0, yOffset, [])
|
|
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
|
|
in
|
|
helpGetPelletVec
|
|
(x, y, 0, enemies, width, height, hratio, xOffset, 0.0, [])
|
|
end
|
|
end
|
|
end
|