progress on player-enemy collisions when player is attacking enemy
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@@ -1,6 +1,24 @@
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structure BinSearch =
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struct
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local
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fun helpExists (findNum, vec, low, high) =
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if high >= low then
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let
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val mid = low + ((high - low) div 2)
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val curNum = Vector.sub (vec, mid)
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in
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if curNum = findNum then
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true
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else if curNum < findNum then
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helpExists (findNum, vec, mid + 1, high)
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else
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helpExists (findNum, vec, low, mid - 1)
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end
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else
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false
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fun exists (findNum, vec) =
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helpExists (findNum, vec, 0, Vector.length vec - 1)
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fun helpFind (findNum, vec, low, high) =
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if high >= low then
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let
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@@ -16,8 +34,7 @@ struct
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end
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else
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~1
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in
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fun find (findNum, vec) =
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helpFind (findNum, vec, 0, Vector.length vec - 1)
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end
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end
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@@ -47,13 +47,20 @@ struct
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end
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| [] => acc
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fun checkEnemiesWhileAttacking (player, enemies, lst, acc) =
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(* removes enemies from `enemies` vector when that enemy is in collisions *)
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fun filterEnemyCollisions (pos, collisions, enemies: enemy vector, acc) =
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if pos < 0 then
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Vector.fromList acc
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else
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let
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open QuadTree
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val enemy = Vector.sub (enemies, pos)
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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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if BinSearch.exists (#id enemy, collisions) then
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(* filter out *)
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filterEnemyCollisions (pos - 1, collisions, enemies, acc)
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else
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(* don't filter out *)
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filterEnemyCollisions (pos - 1, collisions, enemies, enemy :: acc)
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end
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fun checkPlayerEnemyCollisions (player, game) =
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@@ -108,6 +115,10 @@ struct
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val patches =
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checkEnemiesWhileAttacking (player, enemies, enemyCollisions, [])
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val player = Player.withPatches (player, patches)
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val enemyCollisions = Vector.fromList enemyCollisions
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val enemies = filterEnemyCollisions
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(Vector.length enemies - 1, enemyCollisions, enemies, [])
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in
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(player, enemies)
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end
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@@ -122,6 +133,9 @@ struct
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(* check player-enemy collisions and react *)
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val (player, enemies) = checkPlayerEnemyCollisions (player, game)
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(* create enemy quad tree from list of new enemies *)
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val enemyTree = Enemy.generateTree enemies
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in
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{ player = player
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, walls = walls
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