additional refactoring, moving player type into its own directory
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@@ -1,7 +1,6 @@
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structure FallingEnemies =
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struct
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open EnemyType
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open GameType
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open EntityType
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fun helpGenerateTree (pos, fallingVec: falling_enemy vector, acc) =
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@@ -25,12 +24,12 @@ struct
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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fun isCollidingWithPlayerAttack (player: GameType.player, fx, fy) =
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fun isCollidingWithPlayerAttack (player: PlayerType.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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PlayerType.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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@@ -46,7 +45,7 @@ struct
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| _ => false
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end
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fun updateList (pos, vec, player: GameType.player, acc) =
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fun updateList (pos, vec, player: PlayerType.player, acc) =
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if pos < 0 then
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acc
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else
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@@ -93,7 +92,7 @@ struct
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(pos + 1, fallingVec, width, height, ratio, xOffset, yOffset, acc)
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end
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fun getDrawVec (game: game_type, width, height) =
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fun getDrawVec (game: GameType.game_type, width, height) =
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if Vector.length (#fallingEnemies game) = 0 then
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Vector.fromList []
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else
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