begin parameterising level so that it fits into larger type (with different modes like TITLE, LEVEL, SETTINGS, etc.)
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46
fcore/level/level-update.sml
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46
fcore/level/level-update.sml
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@@ -0,0 +1,46 @@
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structure LevelUpdate =
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struct
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fun update (game, input) =
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let
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val
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{ player
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, walls
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, wallTree
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, platforms
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, platformTree
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, enemies
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, graph
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, fallingEnemies
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, userKeys
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} = game
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val player = Player.runPhysicsAndInput (game, input)
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val enemyTree = Enemy.generateTree enemies
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val player = Player.checkEnemyCollisions (player, enemies, enemyTree)
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val (player, enemies, fallingEnemies) =
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PlayerAttack.attackEnemies (player, enemies, enemyTree, fallingEnemies)
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val projectiles = #projectiles player
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val (fallingEnemies, enemies) =
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PlayerAttack.projectileHitEnemy
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(projectiles, enemies, enemyTree, fallingEnemies)
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val enemies = Enemy.update
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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val fallingEnemies = FallingEnemies.update fallingEnemies
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in
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{ player = player
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, walls = walls
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, wallTree = wallTree
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, platforms = platforms
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, platformTree = platformTree
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, enemies = enemies
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, graph = graph
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, fallingEnemies = fallingEnemies
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, userKeys = userKeys
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}
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end
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end
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