done getting physics + environment to work on enemy as well, in addition to player
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@@ -3,7 +3,8 @@ struct
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open GameType
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open PlayerPatch
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fun checkCollisions (player, enemies, enemyTree, projectiles) =
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fun checkCollisions (player, enemies, enemyTree, projectiles, walls, wallTree,
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platforms, platformTree) =
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let
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val {x, y, mainAttack, attacked, ...} = player
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val size = Constants.playerSize
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@@ -21,6 +22,10 @@ struct
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, enemies
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, projectileTree
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, []
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, walls
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, wallTree
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, platforms
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, platformTree
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)
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(* add collided enemies to player record,
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@@ -41,7 +46,8 @@ struct
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(player, enemies, enemyCollisions, [])
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val enemies = Enemy.filterProjectileCollisions
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(Vector.length enemies - 1, enemies, projectileTree, [])
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(Vector.length enemies - 1, enemies, projectileTree, [],
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walls, wallTree, platforms, platformTree)
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in
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(player, enemies)
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end
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@@ -57,7 +63,8 @@ struct
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(player, enemies, enemyCollisions)
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val enemies = Enemy.filterProjectileCollisions
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(Vector.length enemies - 1, enemies, projectileTree, [])
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(Vector.length enemies - 1, enemies, projectileTree, [],
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walls, wallTree, platforms, platformTree)
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in
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(player, enemies)
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end
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@@ -68,7 +75,8 @@ struct
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let
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val player = Player.incrementAttacked (player, amt)
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val enemies = Enemy.filterProjectileCollisions
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(Vector.length enemies - 1, enemies, projectileTree, [])
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(Vector.length enemies - 1, enemies, projectileTree, [],
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walls, wallTree, platforms, platformTree)
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in
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(player, enemies)
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end)
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