additional refactoring, moving player type into its own directory
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@@ -1,21 +1,6 @@
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structure Enemy =
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struct
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structure EnemyPair =
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struct
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type key = int
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type value = EnemyType.enemy
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fun l (a: int, b: int) = a < b
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fun eq (a: int, b: int) = a = b
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fun g (a: int, b: int) = a > b
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val maxNodeSize = 8
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end
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structure EnemyMap = MakeGapMap(EnemyPair)
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(* - Updating state of enemies per-frame - *)
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(* - Updating state of enemies per loop - *)
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(*
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structure UpdateEnemies = MakeGapMapMapper (struct
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structure Pair = EnemyPair
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