progress checking collisions of enemy inside functor instead
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@@ -346,6 +346,57 @@ struct
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PlayerPatch.withPatches (player, patches)
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end
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structure FoldEnemies =
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MakeQuadTreeFold
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(struct
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type env = enemy vector * player
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type state = PlayerPatch.player_patch list
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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
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:: W_FACING FACING_LEFT :: W_Y_AXIS FALLING
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:: 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
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:: W_FACING FACING_RIGHT :: W_Y_AXIS FALLING
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:: W_X_AXIS STAY_STILL :: acc
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end
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fun fold (enemyID, (enemies, player: player), patches) =
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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 + Constants.playerSize
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val pHalfW = Constants.playerSize div 2
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val pCentreX = x + pHalfW
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val {x = ex, y = ey, ...} = Enemy.find (enemyID, enemies)
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val eFinishX = ex + Constants.enemySize
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val eHalfW = Constants.enemySize 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 patches = getEnemyRecoilPatches (player, playerOnRight, patches)
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in
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W_ATTACKED (ATTACKED 0) :: patches
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end
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end)
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(* todo: add attacked enemies to player's 'enemies' field *)
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fun concatAttackedEnemies (player: player, enemyCollisions) =
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let
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val newDefeated = Vector.map (fn id => {angle = 360}) enemyCollisions
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@@ -423,6 +474,8 @@ struct
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Vector.fromList enemyCollisions
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end
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(*** DRAWING FUNCTIONS ***)
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(* block is placeholder asset *)
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fun helpGetDrawVec (x, y, size, width, height, attacked, mainAttack) =
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case mainAttack of
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