done adding LevelType.level_type as a field of GameType.game_type, and having main loop go through GameUpdate.game_type -> LevelUpdate.update
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@@ -9,10 +9,9 @@ sig
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, enemies: EnemyMap.t
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, graph: PlatSet.elem vector vector
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, fallingEnemies: FallingEnemyMap.t
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, userKeys: CoreKey.user_key
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}
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val initial: CoreKey.user_key -> level_type
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val initial: level_type
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end
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structure LevelType :> LEVEL_TYPE =
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@@ -26,7 +25,6 @@ struct
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, enemies: EnemyMap.t
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, graph: PlatSet.elem vector vector
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, fallingEnemies: FallingEnemyMap.t
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, userKeys: CoreKey.user_key
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}
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fun enemyMapFromList (hd :: tl, map) =
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@@ -35,7 +33,7 @@ struct
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end
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| enemyMapFromList ([], map) = map
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fun initial userKeys =
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val initial =
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let
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val player =
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{ yAxis = EntityType.JUMPING 0
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@@ -142,7 +140,6 @@ struct
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, enemies = enemies
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, graph = graph
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, fallingEnemies = FallingEnemyMap.empty
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, userKeys = userKeys
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}
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end
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end
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@@ -11,7 +11,6 @@ struct
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, enemies
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, graph
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, fallingEnemies
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, userKeys
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} = game
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val player = Player.runPhysicsAndInput (game, input)
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@@ -40,7 +39,6 @@ struct
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, enemies = enemies
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, graph = graph
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, fallingEnemies = fallingEnemies
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, userKeys = userKeys
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}
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end
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end
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@@ -501,10 +501,7 @@ struct
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case attacked of
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NOT_ATTACKED => (1.0, 1.0, 1.0)
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| ATTACKED amt =>
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if amt mod 5 = 0 then
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(1.0, 1.0, 1.0)
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else
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(1.0, 0.75, 0.75)
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if amt mod 5 = 0 then (1.0, 1.0, 1.0) else (1.0, 0.75, 0.75)
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in
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PlayerSprite.lerp (x, y, realWidth, realHeight, width, height, r, g, b)
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end
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