distinguish between standing on wall vs standing on platform (platform can be jumped on but wall cannot)
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@@ -19,7 +19,12 @@ struct
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(x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, platformTree)
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end
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fun isOnGround (enemy, wallTree, platformTree) =
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(* same function takes either wallTree or platformTree and returns true
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* if standing on tree.
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* Function is monomorphic in the sense that wallTree and platformTree
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* are both same type (no generics/parametric polymorphism).
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* *)
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fun standingOnArea (enemy, tree) =
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let
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val {x = ex, y = ey, ...} = enemy
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@@ -31,11 +36,7 @@ struct
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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in
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QuadTree.hasCollisionAt
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(ex, ey, width, height, 0, 0, ww, wh, ~1, wallTree)
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orelse
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QuadTree.hasCollisionAt
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(ex, ey, width, height, 0, 0, ww, wh, ~1, platformTree)
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QuadTree.hasCollisionAt (ex, ey, width, height, 0, 0, ww, wh, ~1, tree)
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end
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fun getPatrollPatches (enemy: enemy, wallTree, platformTree, acc) =
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@@ -138,9 +139,10 @@ struct
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val xAxis = if px < ex then MOVE_LEFT else MOVE_RIGHT
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val isOnGround = isOnGround (enemy, wallTree, platformTree)
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val isOnWall = standingOnArea (enemy, wallTree)
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val isOnPlatform = standingOnArea (enemy, platformTree)
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val yAxis =
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if ey > py andalso isOnGround then
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if ey > py andalso (isOnWall orelse isOnPlatform) then
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case eyAxis of
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ON_GROUND => JUMPING 0
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| FALLING => JUMPING 0
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