package elm_playground_gamekits
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Genre kits for Playground games: platformers, racing, shoot 'em ups, fighting and more
Install
dune-project
Dependency
Authors
Maintainers
Sources
0.3.6.tar.gz
md5=7c636383d146d30ac6f2fa234a6253c8
sha512=c79f3823c5f8f57e5038eb640d487c61168b84aa07c61999d6622ef9fd0c890e2b03b4c6a7cdbbe9352a49e25dda00ac7bb14693cee8e3d7beeed251351a2af0
doc/src/elm_playground_gamekits.kit_platformer/Ladder.ml.html
Source file Ladder.ml
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44(* Claude Code * * Copyright (C) 2026 Yoann Padioleau * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public License * (LGPL) as published by the Free Software Foundation; either version * 2 of the License, or (at your option) any later version. *) open Playground open Basics (* float arithmetics *) (* See Ladder.mli *) (* the column center of a ladder tile at (x, y), if there's one *) let ladder_at (is_ladder : char -> bool) (map : Tilemap.t) (x : number) (y : number) : number option = match Tilemap.tile_at map x y with | Some c when is_ladder c -> let col, row = Tilemap.cell map x y in Some (fst (Tilemap.center map col row)) | _ -> None let reach (is_ladder : char -> bool) (map : Tilemap.t) ((_, h) : number * number) (x : number) (y : number) : number option = match ladder_at is_ladder map x y with Some cx -> Some cx | None -> ladder_at is_ladder map x (y - (h / 2.) - 0.5) let standing (solid : char -> bool) (is_ladder : char -> bool) (map : Tilemap.t) (size : number * number) (x : number) (y : number) : bool = Tile_move.on_ground solid map size x y || reach is_ladder map size x y <> None let on_top (is_ladder : char -> bool) (map : Tilemap.t) ((_, h) : number * number) (x : number) (y : number) : bool = ladder_at is_ladder map x y = None && ladder_at is_ladder map x (y - (h / 2.) - 0.5) <> None let climb (solid : char -> bool) (is_ladder : char -> bool) (map : Tilemap.t) (size : number * number) ((x, y) : number * number) (dy : number) : number * number = match reach is_ladder map size x y with | None -> (x, y) | Some cx -> let n = int_of_float (ceil (Float.abs dy)) in let rec go i y = if i >= n then y else let y' = y + (dy / float_of_int n) in if reach is_ladder map size cx y' = None || Tile_move.hits solid map size cx y' then y else go (succ i) y' in (cx, go 0 y)
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