restore player-enemy collisions (this time in fcore/game-update.sml)
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@@ -56,11 +56,61 @@ struct
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| [] => acc
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end
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fun checkPlayerEnemyCollisions (player, game) =
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let
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val {x, y, mainAttack, attacked, ...} = player
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val {enemies, enemyTree, ...} = game
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val size = Player.size
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in
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case mainAttack of
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MAIN_NOT_ATTACKING =>
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(case attacked of
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NOT_ATTACKED =>
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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in
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checkEnemies (player, enemies, enemyCollisions, [])
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end
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| ATTACKED amt =>
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if amt = Player.attackedLimit then
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(* if reached limit, detect enemies again *)
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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val lst = [W_ATTACKED NOT_ATTACKED]
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in
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checkEnemies (player, enemies, enemyCollisions, lst)
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end
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else
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(* if attacked, don't detect collisions,
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* allowing a brief invincibility period as is common in many games
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* *)
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let
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val amt = amt + 1
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val attacked = ATTACKED amt
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in
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[W_ATTACKED attacked]
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end)
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| MAIN_ATTACKING amt =>
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let
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val enemyCollisions = QuadTree.getCollisions
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(x, y, size, size, 0, 0, 1920, 1080, 0, enemyTree)
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in
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checkEnemiesWhileAttacking (player, enemies, enemyCollisions, [])
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end
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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.runPhysicsAndInput (game, input)
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(* check player-enemy collisions and react *)
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val playerPatches = checkPlayerEnemyCollisions (player, game)
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val player = Player.withPatches (player, playerPatches)
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in
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{ player = player
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, walls = walls
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