refactor platform and wall type declarations out into platform.sml and wall.sml
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@@ -158,7 +158,7 @@ struct
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end
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fun getEnvironmentPatches
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(input, walls: wall vector, wallTree, platforms, platformTree) =
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(input, walls: Wall.t vector, wallTree, platforms, platformTree) =
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let
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(* react to platform and wall collisions *)
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val x = Fn.getX input
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@@ -185,7 +185,7 @@ struct
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let
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(* default case:
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* player will land on platform and stay on the ground there. *)
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val {y = platY, ...}: GameType.platform =
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val {y = platY, ...}: Platform.t =
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Vector.sub (platforms, standPlatID - 1)
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val newY = platY - Fn.entitySize
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