Files
sml-projects/game-sml/fcore/level/enemy/enemy-patch.sml
Humza Shahid da8790f0b6 Add 'game-sml/' from commit '113c3e67abe635f714f972a1e2ab0e4b24ff10f4'
git-subtree-dir: game-sml
git-subtree-mainline: aa5357714d
git-subtree-split: 113c3e67ab
2026-04-24 00:38:14 +01:00

339 lines
6.7 KiB
Standard ML

signature ENEMY_PATCH =
sig
datatype enemy_patch =
W_HEALTH of int
| W_X of int
| W_Y of int
| W_X_AXIS of EntityType.x_axis
| W_Y_AXIS of EntityType.y_axis
| W_PLAT_ID of int
| W_NEXT_PLAT_ID of int
| W_BAT_REST of int
| W_BAT_MAX_Y of int
| W_BAT_MIN_Y of int
| W_BAT_DIR_Y of EnemyType.bat_dir_y
| W_FACING of EntityType.facing
| W_SHIELD_ON of bool
val withPatch: EnemyType.enemy * enemy_patch -> EnemyType.enemy
val withPatches: EnemyType.enemy * enemy_patch list -> EnemyType.enemy
end
structure EnemyPatch: ENEMY_PATCH =
struct
datatype enemy_patch =
W_HEALTH of int
| W_X of int
| W_Y of int
| W_X_AXIS of EntityType.x_axis
| W_Y_AXIS of EntityType.y_axis
| W_PLAT_ID of int
| W_NEXT_PLAT_ID of int
| W_BAT_REST of int
| W_BAT_MAX_Y of int
| W_BAT_MIN_Y of int
| W_BAT_DIR_Y of EnemyType.bat_dir_y
| W_FACING of EntityType.facing
| W_SHIELD_ON of bool
fun mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
) =
{ id = id
, health = health
, x = x
, y = y
, xAxis = xAxis
, yAxis = yAxis
, variant = variant
, platID = platID
, nextPlatID = nextPlatID
, batRest = batRest
, batDirY = batDirY
, batMaxY = batMaxY
, batMinY = batMinY
, facing = facing
, shieldOn = shieldOn
}
fun withPatch (enemy, patch) =
let
val
{ id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
} = enemy
in
case patch of
W_HEALTH health =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_X x =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_X_AXIS xAxis =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_Y y =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_Y_AXIS yAxis =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_PLAT_ID platID =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_NEXT_PLAT_ID nextPlatID =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_BAT_REST batRest =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_BAT_MAX_Y batMaxY =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_BAT_MIN_Y batMinY =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_BAT_DIR_Y batDirY =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_FACING facing =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
| W_SHIELD_ON shieldOn =>
mkEnemy
( id
, health
, x
, y
, xAxis
, yAxis
, variant
, platID
, nextPlatID
, batRest
, batDirY
, batMaxY
, batMinY
, facing
, shieldOn
)
end
fun withPatches (enemy, lst) =
case lst of
hd :: tl =>
let val enemy = withPatch (enemy, hd)
in withPatches (enemy, tl)
end
| [] => enemy
end