done getting player's projectiles to collide with enemies successfully, and tested (although the code of the enemy reacting to the player is not the best)
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@@ -57,24 +57,71 @@ struct
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fun exists (id, collisions) = helpExists (0, id, collisions)
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(* removes enemies from `enemies` vector when that enemy is in collisions *)
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fun filterEnemyCollisions (pos, collisions, enemies: enemy vector, acc) =
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(* removes enemies from `enemies` vector when player is attacking that enemy
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* and also filter enemy (or change enemyh health)
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* if enemy has collided with projectile *)
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fun filterEnemyAttacked
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(pos, collisions, enemies: enemy vector, projectileTree, acc) =
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if pos < 0 then
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Vector.fromList acc
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else
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let
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val enemy = Vector.sub (enemies, pos)
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val acc =
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if exists (#id enemy, collisions) then (* filter out *) acc
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else (* don't filter out *) enemy :: acc
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if exists (#id enemy, collisions) then
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(* filter out *)
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acc
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else
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let
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val {x, y, health, id} = enemy
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val eSize = Enemy.size
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val hasCollision = QuadTree.hasCollisionAt
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(x, y, eSize, eSize, 0, 0, 1920, 1080, ~1, projectileTree)
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in
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if hasCollision then
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if health = 1 then
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(* filter out if decrementing health by one = 0 *)
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acc
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else
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{health = health - 1, x = x, y = y, id = id} :: acc
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else
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enemy :: acc
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end
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in
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filterEnemyCollisions (pos - 1, collisions, enemies, acc)
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filterEnemyAttacked
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(pos - 1, collisions, enemies, projectileTree, acc)
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end
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fun checkCollisions (player, enemies, enemyTree) =
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(* filter enemy projectiles when player is not attacking *)
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fun filterEnemyProjectiles (pos, enemies, projectileTree, acc) =
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if pos < 0 then
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Vector.fromList acc
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else
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let
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val enemy = Vector.sub (enemies, pos)
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val {x, y, health, id} = enemy
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val eSize = Enemy.size
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val hasCollision = QuadTree.hasCollisionAt
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(x, y, eSize, eSize, 0, 0, 1920, 1080, ~1, projectileTree)
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val acc =
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if hasCollision then
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if health = 1 then
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(* filter out if decrementing health by one = 0 *)
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acc
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else
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{health = health - 1, x = x, y = y, id = id} :: acc
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else
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enemy :: acc
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in
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filterEnemyProjectiles (pos - 1, enemies, projectileTree, acc)
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end
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fun checkCollisions (player, enemies, enemyTree, projectiles) =
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let
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val {x, y, mainAttack, attacked, ...} = player
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val size = Player.size
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val projectileTree = Projectile.generateTree projectiles
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in
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case mainAttack of
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MAIN_ATTACKING =>
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@@ -90,8 +137,13 @@ struct
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(* filter enemies based on collisions *)
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val enemyCollisions = Vector.fromList enemyCollisions
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val enemies = filterEnemyCollisions
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(Vector.length enemies - 1, enemyCollisions, enemies, [])
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val enemies = filterEnemyAttacked
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( Vector.length enemies - 1
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, enemyCollisions
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, enemies
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, projectileTree
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, []
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)
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val enemyTree = Enemy.generateTree enemies
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(* add collided enemies to player record,
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@@ -114,6 +166,9 @@ struct
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val patches =
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checkEnemies (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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val enemies = filterEnemyProjectiles
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(Vector.length enemies - 1, enemies, projectileTree, [])
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in
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(player, enemies, enemyTree)
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end
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@@ -127,6 +182,9 @@ struct
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val patches =
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checkEnemies (player, enemies, enemyCollisions, lst)
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val player = Player.withPatches (player, patches)
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val enemies = filterEnemyProjectiles
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(Vector.length enemies - 1, enemies, projectileTree, [])
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in
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(player, enemies, enemyTree)
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end
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@@ -139,6 +197,9 @@ struct
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val attacked = ATTACKED amt
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val player = Player.withPatches
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(player, [W_ATTACKED attacked])
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val enemies = filterEnemyProjectiles
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(Vector.length enemies - 1, enemies, projectileTree, [])
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in
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(player, enemies, enemyTree)
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end)
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