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open Js_of_ocaml
open Sprite
open Object
open Actors
open Viewport
open Particle
(* Represents the values of relevant key bindings. *)
type keys = {
mutable left : bool;
mutable right : bool;
mutable up : bool;
mutable down : bool;
mutable bbox : int;
}
(*st represents the state of the game. It includes a background sprite (e.g.,
* (e.g., hills), a context (used for rendering onto the page), a viewport
* (used for moving the player's "camera"), a score (which is kept track
* throughout the game), coins (also kept track through the game),
* a multiplier (used for when you kill multiple enemies before ever touching
* the ground, as in the actual Super Mario), and a game_over bool (which
* is only true when the game is over). *)
type st = {
bgd : sprite;
ctx : Dom_html.canvasRenderingContext2D Js.t;
vpt : viewport;
map : float;
mutable score : int;
mutable coins : int;
mutable multiplier : int;
game_over : bool;
}
(*pressed_keys instantiates the keys.*)
let pressed_keys =
{ left = false; right = false; up = false; down = false; bbox = 0 }
let collid_objs = ref [] (* List of next iteration collidable objects *)
let particles = ref [] (* List of next iteration particles *)
let fixed_dt = 1000. /. 60. (* Fixed time step for the game *)
(* Adds [i] to the score in [state] *)
let update_score state i = state.score <- state.score + i
(*player_attack_enemy is called for a player hitting an enemy from the north.
*This causes the player to either kill the enemy or move the enemy, in the
*case that the enemy is a shell. Invulnerability, jumping, and grounded
*are used for fine tuning the movements.*)
let player_attack_enemy _s1 o1 typ s2 o2 state context =
o1.invuln <- 10;
o1.jumping <- false;
o1.grounded <- true;
match typ with
| GKoopaShell | RKoopaShell ->
let r2 = evolve_enemy o1.dir typ s2 o2 context in
o1.vel.y <- ~-.dampen_jump;
o1.pos.y <- o1.pos.y -. 5.;
(None, r2)
| _ ->
dec_health o2;
o1.vel.y <- ~-.dampen_jump;
if state.multiplier = 8 then (
update_score state 800;
o2.score <- 800;
(None, evolve_enemy o1.dir typ s2 o2 context))
else
let score = 100 * state.multiplier in
update_score state score;
o2.score <- score;
state.multiplier <- state.multiplier * 2;
(None, evolve_enemy o1.dir typ s2 o2 context)
(*enemy_attack_player is used when an enemy kills a player.*)
let enemy_attack_player _s1 (o1 : Object.obj) t2 s2 (o2 : Object.obj) context =
match t2 with
| GKoopaShell | RKoopaShell ->
let r2 =
if o2.vel.x = 0. then evolve_enemy o1.dir t2 s2 o2 context
else (
dec_health o1;
o1.invuln <- invuln;
None)
in
(None, r2)
| _ ->
dec_health o1;
o1.invuln <- invuln;
(None, None)
(*In the case that two enemies collide, they are to reverse directions. However,
*in the case that one or more of the two enemies is a koopa shell, then
*the koopa shell kills the other enemy. *)
let col_enemy_enemy t1 s1 o1 t2 s2 o2 dir =
match (t1, t2) with
| GKoopaShell, GKoopaShell
| GKoopaShell, RKoopaShell
| RKoopaShell, RKoopaShell
| RKoopaShell, GKoopaShell ->
dec_health o1;
dec_health o2;
(None, None)
| RKoopaShell, _ | GKoopaShell, _ ->
if o1.vel.x = 0. then (
rev_dir o2 t2 s2;
(None, None))
else (
dec_health o2;
(None, None))
| _, RKoopaShell | _, GKoopaShell ->
if o2.vel.x = 0. then (
rev_dir o1 t1 s1;
(None, None))
else (
dec_health o1;
(None, None))
| _, _ -> (
match dir with
| West | East ->
rev_dir o1 t1 s1;
rev_dir o2 t2 s2;
(None, None)
| _ -> (None, None))
(* Gets the object at a given position *)
let obj_at_pos dir (pos : xy) (collids : Object.collidable list) :
Object.collidable list =
match dir with
| Left ->
List.filter
(fun (col : Object.collidable) ->
(get_obj col).pos.y = pos.y && (get_obj col).pos.x = pos.x -. 16.)
collids
| _ ->
List.filter
(fun (col : Object.collidable) ->
(get_obj col).pos.y = pos.y && (get_obj col).pos.x = pos.x +. 16.)
collids
(* Returns whether the object at a given position is a block *)
let _is_block dir pos collids =
match obj_at_pos dir pos collids with
| [] -> false
| [ Block (_, _, _) ] -> true
| _ -> false
(* Returns whether the given object is a red koopa *)
let _is_rkoopa collid =
match collid with Enemy (RKoopa, _, _) -> true | _ -> false
(* Process collision is called to match each of the possible collisions that
* may occur. Returns a pair of collidable options, representing objects that
* were created from the existing ones. That is, the first element represents
* a new item spawned as a result of the first collidable. None indicates that
* no new item should be spawned. Transformations to existing objects occur
* mutably, as many changes are side-effectual.*)
let process_collision (dir : Actors.dir_2d) (c1 : Object.collidable)
(c2 : Object.collidable) (state : st) :
Object.collidable option * Object.collidable option =
let context = state.ctx in
match (c1, c2, dir) with
| Player (_, s1, o1), Enemy (typ, s2, o2), South
| Enemy (typ, s2, o2), Player (_, s1, o1), North ->
player_attack_enemy s1 o1 typ s2 o2 state context
| Player (_, s1, o1), Enemy (t2, s2, o2), _
| Enemy (t2, s2, o2), Player (_, s1, o1), _ ->
enemy_attack_player s1 o1 t2 s2 o2 context
| Player (_, _s1, o1), Item (t2, _s2, o2), _
| Item (t2, _s2, o2), Player (_, _s1, o1), _ -> (
match t2 with
| Mushroom ->
dec_health o2;
if o1.health = 2 then () else o1.health <- o1.health + 1;
o1.vel.x <- 0.;
o1.vel.y <- 0.;
update_score state 1000;
o2.score <- 1000;
(None, None)
| Coin ->
state.coins <- state.coins + 1;
dec_health o2;
update_score state 100;
(None, None)
| _ ->
dec_health o2;
update_score state 1000;
(None, None))
| Enemy (t1, s1, o1), Enemy (t2, s2, o2), dir ->
col_enemy_enemy t1 s1 o1 t2 s2 o2 dir
| Enemy (t1, s1, o1), Block (t2, _s2, o2), East
| Enemy (t1, s1, o1), Block (t2, _s2, o2), West -> (
match (t1, t2) with
| RKoopaShell, Brick | GKoopaShell, Brick ->
dec_health o2;
reverse_left_right o1;
(None, None)
| RKoopaShell, QBlock typ | GKoopaShell, QBlock typ ->
let updated_block = evolve_block o2 context in
let spawned_item = spawn_above o1.dir o2 typ context in
rev_dir o1 t1 s1;
(Some updated_block, Some spawned_item)
| _, _ ->
rev_dir o1 t1 s1;
(None, None))
| Item (_, _s1, o1), Block (_typ2, _s2, _o2), East
| Item (_, _s1, o1), Block (_typ2, _s2, _o2), West ->
reverse_left_right o1;
(None, None)
| Enemy (_, _s1, o1), Block (_typ2, _s2, _o2), _
| Item (_, _s1, o1), Block (_typ2, _s2, _o2), _ ->
collide_block dir o1;
(None, None)
| Player (t1, _s1, o1), Block (t, _s2, o2), North -> (
match t with
| QBlock typ ->
let updated_block = evolve_block o2 context in
let spawned_item = spawn_above o1.dir o2 typ context in
collide_block dir o1;
(Some spawned_item, Some updated_block)
| Brick ->
if t1 = BigM then (
collide_block dir o1;
dec_health o2;
(None, None))
else (
collide_block dir o1;
(None, None))
| Panel ->
Draw.game_win state.ctx;
(None, None)
| _ ->
collide_block dir o1;
(None, None))
| Player (_, _s1, o1), Block (t, _s2, _o2), _ -> (
match t with
| Panel ->
Draw.game_win state.ctx;
(None, None)
| _ -> (
match dir with
| South ->
state.multiplier <- 1;
collide_block dir o1;
(None, None)
| _ ->
collide_block dir o1;
(None, None)))
| _, _, _ -> (None, None)
(* Run the broad phase object filtering *)
let broad_phase collid all_collids state =
let obj = get_obj collid in
List.filter
(fun _c ->
in_viewport state.vpt obj.pos
|| is_player collid
|| out_of_viewport_below state.vpt obj.pos.y)
all_collids
(*narrow_phase of collision is used in order to continuously loop through
*each of the collidable objects to constantly check if collisions are
*occurring.*)
let narrow_phase c cs state =
let rec narrow_helper c cs state acc =
match cs with
| [] -> acc
| h :: t ->
let c_obj = get_obj c in
let new_objs =
if not (equals c h) then
match Object.check_collision c h with
| None -> (None, None)
| Some dir ->
if (get_obj h).id <> c_obj.id then
(*( (if (if is_rkoopa c then
begin match c_obj.dir with
| Left -> is_block c_obj.dir {x= c_obj.pos.x -. 16.; y= c_obj.pos.y -. 27.} cs
| _ -> is_block c_obj.dir {x= c_obj.pos.x +. 16.; y= c_obj.pos.y -. 27.} cs
end else false) then rev_dir c_obj RKoopa (Object.get_sprite c) else
());*)
process_collision dir c h state
else (None, None)
else (None, None)
in
let acc =
match new_objs with
| None, Some o -> o :: acc
| Some o, None -> o :: acc
| Some o1, Some o2 -> o1 :: o2 :: acc
| None, None -> acc
in
narrow_helper c t state acc
in
narrow_helper c cs state []
(* This is an optimization setp to determine which objects require narrow phase
* checking. This excludes static collidables, allowing collision to only be
* checked with moving objects. This method is called once per collidable.
* Collision detection proceeds as follows:
* 1. Broad phase - filter collidables that cannot possibly collide with
* this object.
* 2. Narrow phase - compare against all objects to determine whether there
* is a collision, and process the collision.
* This method returns a list of objects that are created, which should be
* added to the list of collidables for the next iteration.
* *)
let check_collisions collid all_collids state =
match collid with
| Block (_, _, _) -> []
| _ ->
let broad = broad_phase collid all_collids state in
narrow_phase collid broad state
(* Returns whether the bounding box should be drawn *)
let check_bbox_enabled () = pressed_keys.bbox = 1
(* update_collidable is the primary update method for collidable objects,
* checking the collision and updating the object. *)
let update_collidable state (collid : Object.collidable) all_collids =
(* TODO: optimize. Draw static elements only once *)
let obj = Object.get_obj collid in
let spr = Object.get_sprite collid in
obj.invuln <- (if obj.invuln > 0 then obj.invuln - 1 else 0);
(* Prevent position from being updated outside of viewport *)
let viewport_filter =
in_viewport state.vpt obj.pos
|| is_player collid
|| out_of_viewport_below state.vpt obj.pos.y
in
if (not obj.kill) && viewport_filter then (
obj.grounded <- false;
Object.process_obj obj state.map;
(* Run collision detection if moving object*)
let evolved = check_collisions collid all_collids state in
if obj.vel.x <> 0. || not (is_enemy collid) then Sprite.update_animation spr;
evolved)
else []
(* draw_collidable is used to draw the collidable objects to the canvas. *)
let draw_collidable state (collid : Object.collidable) =
let obj = Object.get_obj collid in
let spr = Object.get_sprite collid in
let viewport_filter =
in_viewport state.vpt obj.pos
|| is_player collid
|| out_of_viewport_below state.vpt obj.pos.y
in
if (not obj.kill) && viewport_filter then (
let vpt_adj_xy = coord_to_viewport state.vpt obj.pos in
Draw.render spr (vpt_adj_xy.x, vpt_adj_xy.y);
if check_bbox_enabled () then
Draw.render_bbox spr (vpt_adj_xy.x, vpt_adj_xy.y))
(* Converts a keypress to a list of control keys, allowing more than one key
* to be processed each frame. *)
let translate_keys () =
let k = pressed_keys in
let ctrls =
[ (k.left, CLeft); (k.right, CRight); (k.up, CUp); (k.down, CDown) ]
in
List.fold_left (fun a x -> if fst x then snd x :: a else a) [] ctrls
(* run_update is used to update all of the collidables at once. Primarily used
* as a wrapper method. This method is necessary to differentiate between
* the player collidable and the remaining collidables, as special operations
* such as viewport centering only occur with the player.*)
let run_update_collid state collid all_collids =
match collid with
| Player (_t, s, o) as p ->
let keys = translate_keys () in
o.crouch <- false;
let player =
match Object.update_player o keys state.ctx with
| None -> p
| Some (new_typ, new_spr) ->
Object.normalize_pos o.pos s.params new_spr.params;
Player (new_typ, new_spr, o)
in
let evolved = update_collidable state player all_collids in
collid_objs := !collid_objs @ evolved;
player
| _ ->
let obj = get_obj collid in
let evolved = update_collidable state collid all_collids in
if not obj.kill then collid_objs := collid :: (!collid_objs @ evolved);
let new_parts = if obj.kill then Object.kill collid state.ctx else [] in
particles := !particles @ new_parts;
collid
(* Primary update function to update and persist a particle *)
let run_update_particle part =
Particle.process part;
if not part.kill then particles := part :: !particles
(* draw_particle is used to draw the particle to the canvas. *)
let draw_particle state part =
if not part.kill then
let x = part.pos.x -. state.vpt.pos.x
and y = part.pos.y -. state.vpt.pos.y in
Draw.render part.params.sprite (x, y)
(*update_loop is constantly being called to check for collisions and to
*update each of the objects in the game.*)
let update_loop canvas (player, objs) map_dim =
let scale = 1. in
let ctx = canvas##getContext Dom_html._2d_ in
let cwidth = float_of_int canvas##.width /. scale in
let cheight = float_of_int canvas##.height /. scale in
let viewport = Viewport.make (cwidth, cheight) map_dim in
let state =
{
bgd = Sprite.make_bgd ctx;
vpt = Viewport.update viewport (get_obj player).pos;
ctx;
score = 0;
coins = 0;
multiplier = 1;
map = snd map_dim;
game_over = false;
}
in
state.ctx##scale (Js.number_of_float scale) (Js.number_of_float scale);
let last_time = ref None in
let accumulator = ref 0. in
let rec update_helper state player objs parts time =
if state.game_over then Draw.game_win state.ctx
else
let elapsed =
match !last_time with
| None -> 0.
| Some prev -> min (time -. prev) 200.
in
last_time := Some time;
accumulator := !accumulator +. elapsed;
let rec tick_loop state player objs parts =
if !accumulator >= fixed_dt then (
accumulator := !accumulator -. fixed_dt;
collid_objs := [];
particles := [];
let player = run_update_collid state player objs in
if (get_obj player).kill then (state, player, !collid_objs, !particles)
else
let state =
{
state with
vpt = Viewport.update state.vpt (get_obj player).pos;
}
in
List.iter
(fun obj -> ignore (run_update_collid state obj objs))
objs;
List.iter run_update_particle parts;
tick_loop state player !collid_objs !particles)
else (state, player, objs, parts)
in
let state, player, objs, parts = tick_loop state player objs parts in
if (get_obj player).kill then Draw.game_loss state.ctx
else (
Draw.clear_canvas canvas;
(* Parallax background *)
let vpos_x_int = int_of_float (state.vpt.pos.x /. 5.) in
let bgd_width = int_of_float (fst state.bgd.params.frame_size) in
Draw.draw_bgd state.bgd (float_of_int (vpos_x_int mod bgd_width));
draw_collidable state player;
List.iter (fun obj -> draw_collidable state obj) objs;
List.iter (fun part -> draw_particle state part) parts;
let fps = if elapsed > 0. then 1000. /. elapsed else 0. in
Draw.fps canvas fps;
Draw.hud canvas state.score state.coins;
ignore
@@ Dom_html.window##requestAnimationFrame
(Js.wrap_callback (fun t ->
update_helper state player objs parts
(Js_of_ocaml__Js.float_of_number t))))
in
ignore
@@ Dom_html.window##requestAnimationFrame
(Js.wrap_callback (fun t ->
update_helper state player objs []
(Js_of_ocaml__Js.float_of_number t)))
(* Keydown event handler translates a key press *)
let keydown evt =
let () =
match evt##.keyCode with
| 38 | 32 | 87 -> pressed_keys.up <- true
| 39 | 68 -> pressed_keys.right <- true
| 37 | 65 -> pressed_keys.left <- true
| 40 | 83 -> pressed_keys.down <- true
| 66 -> pressed_keys.bbox <- (pressed_keys.bbox + 1) mod 2
| _ -> ()
in
Js._true
(* Keyup event handler translates a key release *)
let keyup evt =
let () =
match evt##.keyCode with
| 38 | 32 | 87 -> pressed_keys.up <- false
| 39 | 68 -> pressed_keys.right <- false
| 37 | 65 -> pressed_keys.left <- false
| 40 | 83 -> pressed_keys.down <- false
| _ -> ()
in
Js._true