tentatively refactor quad tree to make it more succinct + eliminate a class of potential bugs (passing wrong quad values through recursion)
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@@ -47,8 +47,8 @@ struct
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(case attacked of
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NOT_ATTACKED =>
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val enemyCollisions = QuadHelp.getCollisions
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(x, y, size, size, enemyTree)
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val player =
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Player.enemyCollisionReaction
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@@ -72,8 +72,8 @@ struct
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if amt = Constants.attackedLimit then
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(* if reached limit, detect enemies again *)
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val enemyCollisions = QuadHelp.getCollisions
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(x, y, size, size, enemyTree)
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val player =
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Player.exitAttackedAndCheckEnemies
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