return (player, enemies vector) tuple from function to check player-enemy collisions, because we will later want to update both player and enemy in the event that both collide
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@@ -69,8 +69,12 @@ struct
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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in
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val patches =
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checkEnemies (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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in
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(player, enemies)
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end
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| ATTACKED amt =>
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if amt = Player.attackedLimit then
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@@ -79,8 +83,11 @@ struct
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val lst = [W_ATTACKED NOT_ATTACKED]
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in
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val patches =
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checkEnemies (player, enemies, enemyCollisions, lst)
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val player = Player.withPatches (player, patches)
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in
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(player, enemies)
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end
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else
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(* if attacked, don't detect collisions,
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@@ -89,15 +96,20 @@ struct
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let
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val amt = amt + 1
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val attacked = ATTACKED amt
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val player = Player.withPatches
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(player, [W_ATTACKED attacked])
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in
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[W_ATTACKED attacked]
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(player, enemies)
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end)
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| MAIN_ATTACKING amt =>
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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in
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val patches =
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checkEnemiesWhileAttacking (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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in
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(player, enemies)
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end
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end
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@@ -109,8 +121,7 @@ struct
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val player = Player.runPhysicsAndInput (game, input)
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(* check player-enemy collisions and react *)
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val playerPatches = checkPlayerEnemyCollisions (player, game)
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val player = Player.withPatches (player, playerPatches)
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val (player, enemies) = checkPlayerEnemyCollisions (player, game)
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in
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{ player = player
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, walls = walls
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