don't make 'falling' enemies come back down (fall), but lift them up instead, filtered when reaching beyond the top of the world. It's a little more fluid with current physics for enemies to be 'spirited away' rather than fall.

This commit is contained in:
2025-02-09 13:14:38 +00:00
parent 4301e9ae38
commit 534852c8bf
3 changed files with 8 additions and 19 deletions

View File

@@ -425,7 +425,7 @@ struct
* fallingEnemies *)
let
val fallingList =
{x = x, y = y, variant = #variant enemy, jumped = 0} :: fallingList
{x = x, y = y, variant = #variant enemy} :: fallingList
in
(enemyList, fallingList)
end
@@ -472,7 +472,7 @@ struct
* fallingEnemies *)
let
val fallingList =
{x = x, y = y, variant = #variant enemy, jumped = 0} :: fallingList
{x = x, y = y, variant = #variant enemy} :: fallingList
in
(enemyList, fallingList)
end