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

70 lines
2.2 KiB
Standard ML

structure PlayerAttack =
struct
structure AttackEnemies =
MakeQuadTreeFold
(struct
type env = unit
type state = PlayerType.defeated_enemies list * EnemyMap.t
open EnemyType
fun onAttacked (enemyID, enemy, enemyMap, defeatedList) =
case #variant enemy of
PATROL_SLIME =>
let
val defeatedList = {angle = 1} :: defeatedList
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(defeatedList, enemyMap)
end
| FOLLOW_SLIME =>
let
val defeatedList = {angle = 1} :: defeatedList
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(defeatedList, enemyMap)
end
| STRAIGHT_BAT =>
let
val defeatedList = {angle = 1} :: defeatedList
val enemyMap = EnemyMap.remove (enemyID, enemyMap)
in
(defeatedList, enemyMap)
end
fun fold (enemyID, (), (defeatedList, enemyMap)) =
case EnemyMap.get (enemyID, enemyMap) of
SOME enemy => onAttacked (enemyID, enemy, enemyMap, defeatedList)
| NONE => (defeatedList, enemyMap)
end)
fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree) =
let
open PlayerType
val {x, y, facing, mainAttack, ...} = player
in
case mainAttack of
MAIN_ATTACKING {length, ...} =>
let
open EntityType
val height = Constants.playerSize
val x =
(case facing of
FACING_RIGHT => x + Constants.playerSize
| FACING_LEFT => x - length)
val (defeatedList, enemyMap) = AttackEnemies.foldRegion
(x, y, length, height, (), ([], enemyMap), enemyTree)
val defeatedList = Vector.fromList defeatedList
val defeatedList = Vector.concat [defeatedList, #enemies player]
val player =
PlayerPatch.withPatch (player, PlayerPatch.W_ENEMIES defeatedList)
in
(player, enemyMap)
end
| _ => (player, enemyMap)
end
end