code functionality to filter out falling enemy from list if falling enemy is colliding with player
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@@ -23,7 +23,28 @@ struct
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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fun updateList (pos, vec, acc) =
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fun isCollidingWithPlayerAttack (player: player, fx, fy) =
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let
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val {x = px, y = py, mainAttack, facing, ...} = player
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in
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case mainAttack of
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MAIN_ATTACKING {length, ...} =>
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let
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val px =
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(case facing of
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FACING_RIGHT => px + Constants.playerSize
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| FACING_LEFT => px - length)
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val pSize = Constants.playerSize
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val fSize = Constants.enemySize
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in
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Collision.isCollidingPlus
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(px, py, length, pSize, fx, fy, fSize, fSize)
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end
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| _ => false
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end
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fun updateList (pos, vec, player: player, acc) =
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if pos < 0 then
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acc
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else
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@@ -34,7 +55,10 @@ struct
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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in
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if Collision.isColliding (x, y, size, size, 0, 0, ww, wh) then
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if isCollidingWithPlayerAttack (player : player, x, y) then
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(* filter out if player is attacking falling enemy *)
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updateList (pos - 1, vec, player, acc)
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else if Collision.isCollidingPlus (x, y, size, size, 0, 0, ww, wh) then
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(* move falling enemy up or down depending on jumped *)
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let
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val updated =
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@@ -51,12 +75,12 @@ struct
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, variant = variant
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}
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in
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updateList (pos - 1, vec, updated :: acc)
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updateList (pos - 1, vec, player, updated :: acc)
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end
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else
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(* if current is not colliding with world's bounds, then filter out
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* as it is off screen *)
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updateList (pos - 1, vec, acc)
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updateList (pos - 1, vec, player, acc)
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end
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fun helpGetDrawVec
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@@ -21,7 +21,7 @@ struct
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(* update state of falling enemies and possibly filter *)
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val fallingEnemies = FallingEnemies.updateList
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(Vector.length fallingEnemies - 1, fallingEnemies, [])
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(Vector.length fallingEnemies - 1, fallingEnemies, player, [])
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val (enemies, fallingEnemies) = Enemy.updateEnemyList
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( Vector.length enemies - 1
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