use timing information introduced in MAIN_ATTACKING case so that a second attack is required to add a falling enemy to the player's list

This commit is contained in:
2025-08-29 13:55:46 +01:00
parent 1f726539da
commit cc2eb419ab
4 changed files with 99 additions and 58 deletions

View File

@@ -25,9 +25,8 @@ struct
(player, enemies, enemyTree, fallingEnemies)
val projectiles = #projectiles player
val (fallingEnemies, enemies) =
PlayerAttack.projectileHitEnemy
(projectiles, enemies, enemyTree, fallingEnemies)
val (fallingEnemies, enemies) = PlayerAttack.projectileHitEnemy
(projectiles, enemies, enemyTree, fallingEnemies, time)
val enemies = Enemy.update
(enemies, walls, wallTree, platforms, platformTree, player, graph)