make sure gravity is applied when player walks off platform
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@@ -69,7 +69,10 @@ struct
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val collisions = QuadTree.getCollisionSides
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val collisions = QuadTree.getCollisionSides
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(desiredX, y, size, size, 0, 0, 1920, 1080, 0, Wall.tree)
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(desiredX, y, size, size, 0, 0, 1920, 1080, 0, Wall.tree)
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in
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in
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checkWalls (yAxis, xAxis, desiredX, y, health, collisions)
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(* using default yAxis of FALLING when on ground
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* ensures that gravity is applied
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* when player walks off from platform *)
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checkWalls (FALLING, xAxis, desiredX, y, health, collisions)
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end
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end
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| FALLING =>
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| FALLING =>
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let
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let
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@@ -5,8 +5,9 @@ struct
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val wall1 = {id = 1, x = 0, y = 0, width = 100, height = 1080}
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val wall1 = {id = 1, x = 0, y = 0, width = 100, height = 1080}
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val wall2 = {id = 2, x = 1820, y = 0, width = 100, height = 1080}
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val wall2 = {id = 2, x = 1820, y = 0, width = 100, height = 1080}
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val wall3 = {id = 3, x = 0, y = 980, width = 1920, height = 108}
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val wall3 = {id = 3, x = 0, y = 980, width = 1920, height = 108}
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val wall4 = {id = 4, x = 155, y = 911, width = 155, height = 55}
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val wallVec = Vector.fromList [wall1, wall2, wall3]
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val wallVec = Vector.fromList [wall1, wall2, wall3, wall4]
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fun getID n =
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fun getID n =
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Vector.sub (wallVec, n - 1)
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Vector.sub (wallVec, n - 1)
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