different colours for different enemies so they are easier to differentiate
This commit is contained in:
@@ -22,6 +22,9 @@ sig
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}
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}
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type falling_enemy = {x: int, y: int, variant: variant}
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type falling_enemy = {x: int, y: int, variant: variant}
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datatype shoot_x_axis = SHOOT_LEFT | SHOOT_RIGHT | NO_SHOOT_X
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datatype shoot_y_axis = SHOOT_UP | SHOOT_DOWN | NO_SHOOT_Y
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end
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end
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structure EnemyType: ENEMY_TYPE =
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structure EnemyType: ENEMY_TYPE =
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@@ -48,4 +51,7 @@ struct
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}
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}
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type falling_enemy = {x: int, y: int, variant: variant}
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type falling_enemy = {x: int, y: int, variant: variant}
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datatype shoot_x_axis = SHOOT_LEFT | SHOOT_RIGHT | NO_SHOOT_X
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datatype shoot_y_axis = SHOOT_UP | SHOOT_DOWN | NO_SHOOT_Y
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end
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end
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@@ -76,9 +76,16 @@ struct
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fun helpGetDrawVec (enemy: EnemyType.enemy, width, height) =
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fun helpGetDrawVec (enemy: EnemyType.enemy, width, height) =
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let
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let
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val {x, y, ...} = enemy
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val {x, y, variant, ...} = enemy
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val wratio = width / Constants.worldWidthReal
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
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val hratio = height / Constants.worldHeightReal
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open EnemyType
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val (r, g, b) =
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case variant of
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PATROL_SLIME => (0.5, 0.5, 1.0)
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| FOLLOW_SLIME => (1.0, 0.5, 0.5)
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| STRAIGHT_BAT => (0.55, 0.55, 0.55)
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in
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in
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if wratio < hratio then
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if wratio < hratio then
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let
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let
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@@ -93,8 +100,7 @@ struct
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val realSize = Constants.enemySizeReal * wratio
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val realSize = Constants.enemySizeReal * wratio
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in
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in
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Block.lerp
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Block.lerp (x, y, realSize, realSize, width, height, r, g, b)
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(x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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end
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else
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else
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let
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let
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@@ -109,8 +115,7 @@ struct
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val realSize = Constants.enemySizeReal * hratio
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val realSize = Constants.enemySizeReal * hratio
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in
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in
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Block.lerp
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Block.lerp (x, y, realSize, realSize, width, height, r, g, b)
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(x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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end
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end
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end
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@@ -102,7 +102,7 @@ struct
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, health = 1
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, health = 1
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, xAxis = EntityType.MOVE_RIGHT
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, xAxis = EntityType.MOVE_RIGHT
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, yAxis = EntityType.FALLING
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, yAxis = EntityType.FALLING
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, variant = EnemyType.PATROL_SLIME
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, variant = EnemyType.FOLLOW_SLIME
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, batDirY = EnemyType.UP
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, batDirY = EnemyType.UP
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, platID = ~1
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, platID = ~1
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, nextPlatID = ~1
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, nextPlatID = ~1
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