add attacked enemies who are defeated to player's list of defeated_enemies, allowing them to be shot as projectiles
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@@ -18,7 +18,8 @@ struct
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val enemyTree = Enemy.generateTree enemies
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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 = Player.checkEnemyCollisions (player, enemies, enemyTree)
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val enemies = PlayerAttack.attackEnemies (player, enemies, enemyTree)
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val (player, enemies) =
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PlayerAttack.attackEnemies (player, enemies, enemyTree)
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val enemies = Enemy.update
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val enemies = Enemy.update
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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@@ -4,21 +4,38 @@ struct
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MakeQuadTreeFold
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MakeQuadTreeFold
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(struct
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(struct
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type env = unit
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type env = unit
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type state = EnemyMap.t
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type state = PlayerType.defeated_enemies list * EnemyMap.t
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open EnemyType
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open EnemyType
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fun onAttacked
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fun onAttacked (enemyID, enemy, enemyMap, defeatedList) =
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(enemyID: int, enemy: EnemyType.enemy, enemyMap: EnemyMap.t) =
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case #variant enemy of
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case #variant enemy of
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PATROL_SLIME => EnemyMap.remove (enemyID, enemyMap)
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PATROL_SLIME =>
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| FOLLOW_SLIME => EnemyMap.remove (enemyID, enemyMap)
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let
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| STRAIGHT_BAT => EnemyMap.remove (enemyID, enemyMap)
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val defeatedList = {angle = 1} :: defeatedList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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| FOLLOW_SLIME =>
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let
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val defeatedList = {angle = 1} :: defeatedList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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| STRAIGHT_BAT =>
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let
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val defeatedList = {angle = 1} :: defeatedList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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fun fold (enemyID, (), enemyMap) =
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fun fold (enemyID, (), (defeatedList, enemyMap)) =
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case EnemyMap.get (enemyID, enemyMap) of
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case EnemyMap.get (enemyID, enemyMap) of
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SOME enemy => onAttacked (enemyID, enemy, enemyMap)
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SOME enemy => onAttacked (enemyID, enemy, enemyMap, defeatedList)
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| NONE => enemyMap
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| NONE => (defeatedList, enemyMap)
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end)
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end)
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fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree) =
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fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree) =
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@@ -35,10 +52,18 @@ struct
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(case facing of
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(case facing of
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FACING_RIGHT => x + Constants.playerSize
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FACING_RIGHT => x + Constants.playerSize
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| FACING_LEFT => x - length)
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| FACING_LEFT => x - length)
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val (defeatedList, enemyMap) = AttackEnemies.foldRegion
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(x, y, length, height, (), ([], enemyMap), enemyTree)
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val defeatedList = Vector.fromList defeatedList
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val defeatedList = Vector.concat [defeatedList, #enemies player]
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val player =
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PlayerPatch.withPatch (player, PlayerPatch.W_ENEMIES defeatedList)
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in
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in
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AttackEnemies.foldRegion
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(player, enemyMap)
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(x, y, length, height, (), enemyMap, enemyTree)
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end
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end
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| _ => enemyMap
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| _ => (player, enemyMap)
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end
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end
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end
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end
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