a little refactoring
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@@ -1,10 +1,66 @@
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structure GameUpdate =
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struct
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open GameType
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fun getEnemyRecoilPatches (player, playerOnRight, acc) =
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if playerOnRight then
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let
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val newRecoil = RECOIL_RIGHT 0
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val newAttacked = ATTACKED 0
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in
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W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_LEFT
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:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
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end
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else
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let
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val newRecoil = RECOIL_LEFT 0
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val newAttacked = ATTACKED 0
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in
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W_RECOIL newRecoil :: W_ATTACKED newAttacked :: W_FACING FACING_RIGHT
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:: W_Y_AXIS FALLING :: W_X_AXIS STAY_STILL :: acc
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end
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fun checkEnemies (player: player, enemies: enemy vector, lst, acc) =
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case lst of
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id :: tl =>
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let
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val playerOnRight =
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(* check if collision is closer to left side of enemy or right
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* and then chose appropriate direction to recoil in *)
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let
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val {x, ...} = player
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val pFinishX = x + Player.size
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val pHalfW = Player.size div 2
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val pCentreX = x + pHalfW
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val {x = ex, y = ey, ...} = Vector.sub (enemies, id - 1)
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val eFinishX = ex + Enemy.size
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val eHalfW = Enemy.size div 2
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val eCentreX = ex + eHalfW
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in
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eCentreX < pCentreX
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end
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val acc = getEnemyRecoilPatches (player, playerOnRight, acc)
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in
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checkEnemies (player, enemies, tl, acc)
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end
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| [] => acc
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fun checkEnemiesWhileAttacking (player, enemies, lst, acc) =
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let
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open QuadTree
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in
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case lst of
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enemyID :: tl => (* placeholder *) acc
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| [] => acc
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end
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fun update (game, input) =
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let
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val {player, walls, wallTree, platforms, platformTree, enemies, enemyTree} =
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game
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val player = Player.move (game, input)
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val player = Player.runPhysicsAndInput (game, input)
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in
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{ player = player
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, walls = walls
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