Files
sml-projects/fcore/player-enemy.sml

177 lines
6.3 KiB
Standard ML

structure PlayerEnemy =
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 + Constants.playerSize
val pHalfW = Constants.playerSize div 2
val pCentreX = x + pHalfW
val {x = ex, y = ey, ...} = Enemy.find (id, enemies)
val eFinishX = ex + Constants.enemySize
val eHalfW = Constants.enemySize 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 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)
(* 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 filterEnemyAttacked
(pos, collisions, enemies: enemy vector, projectileTree, acc) =
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 Enemy.onCollisionWithProjectile (enemy, projectileTree, acc)
in
filterEnemyAttacked (pos - 1, collisions, enemies, projectileTree, acc)
end
(* filter enemy projectiles when player is not attacking *)
fun filterEnemyProjectiles (pos, enemies, projectileTree, acc) =
if pos < 0 then
Vector.fromList acc
else
let
val enemy = Vector.sub (enemies, pos)
val acc = Enemy.onCollisionWithProjectile (enemy, projectileTree, acc)
in
filterEnemyProjectiles (pos - 1, enemies, projectileTree, acc)
end
fun checkCollisions (player, enemies, enemyTree, projectiles) =
let
val {x, y, mainAttack, attacked, ...} = player
val size = Constants.playerSize
val projectileTree = Projectile.generateTree projectiles
in
case mainAttack of
MAIN_ATTACKING =>
let
(* when attacking, player collision should be larger than player themselves *)
val x = x - Constants.halfPlayerSize
val y = y - Constants.halfPlayerSize
val size = size * 2
(* get list of enemies player has collided with *)
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
(* filter enemies based on collisions *)
val enemyCollisions = Vector.fromList enemyCollisions
val enemies = filterEnemyAttacked
( Vector.length enemies - 1
, enemyCollisions
, enemies
, projectileTree
, []
)
val enemyTree = Enemy.generateTree enemies
(* add collided enemies to player record,
* concatenating with the previous enemies defeated *)
val newDefeated =
Vector.map (fn id => {angle = 360}) enemyCollisions
val oldDefeated = #enemies player
val allDefeated = Vector.concat [oldDefeated, newDefeated]
val player = Player.withPatches (player, [W_ENEMIES allDefeated])
in
(player, enemies, enemyTree)
end
| _ =>
(case attacked of
NOT_ATTACKED =>
let
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
val patches =
checkEnemies (player, enemies, enemyCollisions, [])
val player = Player.withPatches (player, patches)
val enemies = filterEnemyProjectiles
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies, enemyTree)
end
| ATTACKED amt =>
if amt = Constants.attackedLimit then
(* if reached limit, detect enemies again *)
let
val enemyCollisions = QuadTree.getCollisions
(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
val lst = [W_ATTACKED NOT_ATTACKED]
val patches =
checkEnemies (player, enemies, enemyCollisions, lst)
val player = Player.withPatches (player, patches)
val enemies = filterEnemyProjectiles
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies, enemyTree)
end
else
(* if attacked, don't detect collisions,
* allowing a brief invincibility period as is common in many games
* *)
let
val amt = amt + 1
val attacked = ATTACKED amt
val player = Player.withPatches
(player, [W_ATTACKED attacked])
val enemies = filterEnemyProjectiles
(Vector.length enemies - 1, enemies, projectileTree, [])
in
(player, enemies, enemyTree)
end)
end
end