remove dead code
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@@ -1,150 +1,4 @@
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structure Enemy =
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struct
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open EnemyType
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(* returns a vector of enemies, with new state (like position, etc.).
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* Also filters any enemies from list if defeated.
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* Called once per frame. *)
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fun updateEnemyList
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( pos
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, enemies
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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, fallingList
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) =
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if pos < 0 then
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(Vector.fromList enemyList, fallingList)
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else
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let
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val enemy = Vector.sub (enemies, pos)
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(* call function to act on variant, either:
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* 1. updating enemy and :: cons :: ing to enemyList, or
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* 2. filtering enemy if projectile hit which enemy should not survive
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* *)
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val (enemyList, fallingList) = EnemyBehaviour.updateEnemyState
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( enemy
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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, fallingList
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)
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in
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updateEnemyList
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( pos - 1
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, enemies
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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, fallingList
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)
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end
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fun helpGenerateTree (pos, enemyVec: enemy vector, 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, ...} = Vector.sub (enemyVec, pos)
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val size = Constants.enemySize
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val acc = QuadTree.insert (x, y, size, size, 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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fun generateTree enemyVec =
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helpGenerateTree
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( 0
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, enemyVec
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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fun helpFind (findNum, vec: enemy vector, low, high) =
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(* should only be called when we know enemy already exists in vec *)
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let
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val mid = low + ((high - low) div 2)
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val enemy = Vector.sub (vec, mid)
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val {id = curNum, ...} = enemy
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in
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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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helpFind (findNum, vec, 0, Vector.length vec - 1)
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fun helpGetDrawVec (enemy: enemy, width, height) =
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let
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val {x, y, ...} = enemy
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
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in
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if wratio < hratio then
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let
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val scale = Constants.worldHeightReal * wratio
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val yOffset =
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if height > scale then (height - scale) / 2.0
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else if height < scale then (scale - height) / 2.0
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else 0.0
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val x = Real32.fromInt x * wratio
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val y = Real32.fromInt y * wratio + yOffset
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val realSize = Constants.enemySizeReal * wratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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else
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let
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val scale = Constants.worldWidthReal * hratio
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val xOffset =
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if width > scale then (width - scale) / 2.0
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else if width < scale then (scale - width) / 2.0
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else 0.0
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val x = Real32.fromInt x * hratio + xOffset
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val y = Real32.fromInt y * hratio
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val realSize = Constants.enemySizeReal * hratio
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in
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Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0)
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end
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end
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fun getDrawVecLoop (pos, enemies, width, height, acc) =
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if pos = Vector.length enemies then
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Vector.concat acc
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else
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let
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val e = Vector.sub (enemies, pos)
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val hd = helpGetDrawVec (e, width, height)
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val acc = hd :: acc
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in
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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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getDrawVecLoop (0, enemies, width, height, [])
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end
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