partial refactoring so we use EnemyMap.t for collection of enemies
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@@ -13,32 +13,38 @@ struct
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, fallingEnemies
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} = game
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val enemyTree = Enemy.generateTree enemies
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val enemyTree = MakeEnemyTree.foldUnordered
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( enemies
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, ()
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, QuadTree.create (Constants.worldWidth, Constants.worldHeight)
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)
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val player = Player.runPhysicsAndInput (game, input, enemyTree)
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val projectiles = #projectiles player
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val projectileTree = Projectile.generateTree projectiles
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(* update state of falling enemies and possibly filter *)
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val fallingEnemies = FallingEnemies.updateList
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(Vector.length fallingEnemies - 1, fallingEnemies, player, [])
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val (enemies, fallingEnemies) = Enemy.updateEnemyList
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( Vector.length enemies - 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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, []
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, fallingEnemies
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)
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val fallingEnemies = Vector.fromList fallingEnemies
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(* update state of falling enemies and possibly filter *)
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(* todo: use enemy map
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val fallingEnemies = FallingEnemies.updateList
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(Vector.length fallingEnemies - 1, fallingEnemies, player, [])
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val (enemies, fallingEnemies) = Enemy.updateEnemyList
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( Vector.length enemies - 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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, []
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, fallingEnemies
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)
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val fallingEnemies = Vector.fromList fallingEnemies
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*)
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in
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{ player = player
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, walls = walls
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