a little bit of refactoring
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@@ -3,14 +3,31 @@ struct
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val size = 35
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val realSize = 35.0
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(* called when filtering enemies,
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* to adjust enemy data on collision with projectile *)
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fun onCollisionWithProjectile (enemy, projectileTree, acc) =
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let
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val {x, y, health, id} = enemy
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val hasCollision = QuadTree.hasCollisionAt
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(x, y, size, size, 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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fun helpGenerateTree (pos, enemyVec, acc) =
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if pos = Vector.length enemyVec then
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acc
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else
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let
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val {id, x, y, health = _} = Vector.sub (enemyVec, pos)
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val acc = QuadTree.insert
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(x, y, size, size, 0, 0, 1920, 1080, id, acc)
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val acc = QuadTree.insert (x, y, size, size, 0, 0, 1920, 1080, id, acc)
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in
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helpGenerateTree (pos + 1, enemyVec, acc)
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end
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@@ -24,12 +41,9 @@ struct
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val enemy = Vector.sub (vec, mid)
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val {id = curNum, x = _, y = _, health = _} = enemy
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in
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if curNum = findNum then
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enemy
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else if curNum < findNum then
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helpFind (findNum, vec, mid + 1, high)
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else
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helpFind (findNum, vec, low, mid - 1)
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if curNum = findNum then enemy
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else if curNum < findNum then helpFind (findNum, vec, mid + 1, high)
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else helpFind (findNum, vec, low, mid - 1)
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end
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fun find (findNum, vec) =
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@@ -84,6 +98,6 @@ struct
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getDrawVecLoop (pos + 1, enemies, width, height, acc)
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end
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fun getDrawVec (enemies, width, height) =
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fun getDrawVec (enemies, width, height) =
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getDrawVecLoop (0, enemies, width, height, [])
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end
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