reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)

This commit is contained in:
2025-02-08 01:05:39 +00:00
parent 1be44335cb
commit 23cf480dad
7 changed files with 273 additions and 288 deletions

View File

@@ -8,6 +8,22 @@ struct
val enemyTree = Enemy.generateTree enemies
val player = Player.runPhysicsAndInput (game, input, enemyTree)
val projectiles = #projectiles player
val projectileTree = Projectile.generateTree projectiles
val enemies = Enemy.updateEnemyList
( Vector.length enemies - 1
, enemies
, projectiles
, projectileTree
, walls
, wallTree
, platforms
, platformTree
, player
, graph
, []
)
in
{ player = player
, walls = walls