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sml-projects/fcore/game-update.sml

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structure GameUpdate =
struct
fun update (game, input) =
let
val
{ player
, walls
, wallTree
, platforms
, platformTree
, enemies
, graph
, fallingEnemies
} = game
val player = Player.runPhysicsAndInput (game, input)
val enemyTree = Enemy.generateTree enemies
val player = Player.checkEnemyCollisions (player, enemies, enemyTree)
val (player, enemies) =
PlayerAttack.attackEnemies (player, enemies, enemyTree)
val projectiles = #projectiles player
val (fallingEnemies, enemies) =
PlayerAttack.projectileHitEnemy
(projectiles, enemies, enemyTree, fallingEnemies)
val enemies = Enemy.update
(enemies, walls, wallTree, platforms, platformTree, player, graph)
(* update state of falling enemies and possibly filter *)
(* todo: use enemy map
val fallingEnemies = FallingEnemies.updateList
(Vector.length fallingEnemies - 1, fallingEnemies, player, [])
val fallingEnemies = Vector.fromList fallingEnemies
*)
in
{ player = player
, walls = walls
, wallTree = wallTree
, platforms = platforms
, platformTree = platformTree
2024-12-19 03:08:26 +00:00
, enemies = enemies
, graph = graph
, fallingEnemies = fallingEnemies
}
end
end