add code to make enemy fall when attacked by projectile (assuming health is enough)
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@@ -102,7 +102,7 @@ struct
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, health = 1
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, health = 1
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, xAxis = EntityType.MOVE_RIGHT
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, xAxis = EntityType.MOVE_RIGHT
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, yAxis = EntityType.FALLING
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, yAxis = EntityType.FALLING
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, variant = EnemyType.STRAIGHT_BAT
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, variant = EnemyType.PATROL_SLIME
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, batDirY = EnemyType.UP
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, batDirY = EnemyType.UP
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, platID = ~1
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, platID = ~1
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, nextPlatID = ~1
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, nextPlatID = ~1
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@@ -110,7 +110,22 @@ struct
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, batMaxY = 485
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, batMaxY = 485
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, batMinY = 625
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, batMinY = 625
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}
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}
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val enemies = enemyMapFromList ([enemy1], EnemyMap.empty)
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val enemy2 =
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{ id = 2
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, x = 351
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, y = 555
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, health = 1
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, xAxis = EntityType.MOVE_RIGHT
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, yAxis = EntityType.FALLING
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, variant = EnemyType.PATROL_SLIME
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, batDirY = EnemyType.UP
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, platID = ~1
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, nextPlatID = ~1
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, batRest = 0
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, batMaxY = 485
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, batMinY = 625
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}
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val enemies = enemyMapFromList ([enemy1, enemy2], EnemyMap.empty)
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val graph = Graph.fromPlatforms (platforms, platformTree)
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val graph = Graph.fromPlatforms (platforms, platformTree)
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in
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in
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{ player = player
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{ player = player
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@@ -21,6 +21,11 @@ struct
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val (player, enemies) =
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val (player, enemies) =
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PlayerAttack.attackEnemies (player, enemies, enemyTree)
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PlayerAttack.attackEnemies (player, enemies, enemyTree)
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val projectiles = #projectiles player
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val (fallingEnemies, enemies) =
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PlayerAttack.projectileHitEnemy
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(projectiles, enemies, enemyTree, fallingEnemies)
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val enemies = Enemy.update
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val enemies = Enemy.update
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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@@ -8,33 +8,24 @@ struct
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open EnemyType
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open EnemyType
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fun onAttacked (enemyID, enemy, enemyMap, defeatedList) =
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fun defeatEnemy (enemyID, enemyMap, defeatedList) =
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let
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val defeatedList = {angle = 1} :: defeatedList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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fun onPlayerAttack (enemyID, enemy, enemyMap, defeatedList) =
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case #variant enemy of
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case #variant enemy of
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PATROL_SLIME =>
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PATROL_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
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let
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| FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
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val defeatedList = {angle = 1} :: defeatedList
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| STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, defeatedList)
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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| FOLLOW_SLIME =>
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let
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val defeatedList = {angle = 1} :: defeatedList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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| STRAIGHT_BAT =>
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let
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val defeatedList = {angle = 1} :: defeatedList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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fun fold (enemyID, (), (defeatedList, enemyMap)) =
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fun fold (enemyID, (), (defeatedList, enemyMap)) =
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case EnemyMap.get (enemyID, enemyMap) of
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case EnemyMap.get (enemyID, enemyMap) of
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SOME enemy => onAttacked (enemyID, enemy, enemyMap, defeatedList)
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SOME enemy =>
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onPlayerAttack (enemyID, enemy, enemyMap, defeatedList)
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| NONE => (defeatedList, enemyMap)
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| NONE => (defeatedList, enemyMap)
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end)
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end)
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@@ -66,4 +57,60 @@ struct
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end
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end
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| _ => (player, enemyMap)
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| _ => (player, enemyMap)
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end
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end
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structure ProjectileHitEnemy =
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MakeQuadTreeFold
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(struct
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type env = unit
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type state = EnemyType.falling_enemy list * EnemyMap.t
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open EnemyType
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fun onDefeated (enemyID, enemy, enemyMap, fallingList) =
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let
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val {x, y, variant, ...} = enemy
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val fallingList = {x = x, y = y, variant = variant} :: fallingList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(fallingList, enemyMap)
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end
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fun onProjectileAttack (enemyID, enemy, enemyMap, fallingList) =
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case #variant enemy of
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PATROL_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
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| FOLLOW_SLIME => onDefeated (enemyID, enemy, enemyMap, fallingList)
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| STRAIGHT_BAT => onDefeated (enemyID, enemy, enemyMap, fallingList)
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fun fold (enemyID, (), (fallingList, enemyMap)) =
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case EnemyMap.get (enemyID, enemyMap) of
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SOME enemy =>
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onProjectileAttack (enemyID, enemy, enemyMap, fallingList)
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| NONE => (fallingList, enemyMap)
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end)
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fun helpProjectileHitEnemy (pos, projectiles, enemyTree, enemyMap, newFalling) =
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if pos = Vector.length projectiles then
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(newFalling, enemyMap)
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else
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let
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val {x, y, ...}: PlayerType.player_projectile =
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Vector.sub (projectiles, pos)
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val size = Constants.projectileSizeInt
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val (newFalling, enemyMap) = ProjectileHitEnemy.foldRegion
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(x, y, size, size, (), (newFalling, enemyMap), enemyTree)
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in
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helpProjectileHitEnemy
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(pos + 1, projectiles, enemyTree, enemyMap, newFalling)
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end
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fun projectileHitEnemy (projectiles, enemyMap, enemyTree, oldFalling) =
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let
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val (newFalling, enemyMap) = helpProjectileHitEnemy
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(0, projectiles, enemyTree, enemyMap, [])
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val newFalling = Vector.fromList newFalling
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val allFalling = Vector.concat [newFalling, oldFalling]
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in
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(allFalling, enemyMap)
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end
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end
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end
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