make player's heatth decrement when attacked, and when player's health reaches 0, boot player back to title screen
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@@ -17,31 +17,40 @@ struct
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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, enemies, fallingEnemies) =
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PlayerAttack.attackEnemies (player, enemies, enemyTree, fallingEnemies)
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val projectiles = #projectiles player
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val (fallingEnemies, enemies) =
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PlayerAttack.projectileHitEnemy
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(projectiles, enemies, enemyTree, fallingEnemies)
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val enemies = Enemy.update
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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val fallingEnemies = FallingEnemies.update fallingEnemies
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val mode =
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{ player = player
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, walls = walls
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, wallTree = wallTree
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, platforms = platforms
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, platformTree = platformTree
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, enemies = enemies
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, graph = graph
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, fallingEnemies = fallingEnemies
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}
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in
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{mode = GameType.LEVEL mode, userKeys = userKeys, saveKeys = false}
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if #health player > 0 then
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let
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val (player, enemies, fallingEnemies) =
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PlayerAttack.attackEnemies
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(player, enemies, enemyTree, fallingEnemies)
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val projectiles = #projectiles player
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val (fallingEnemies, enemies) =
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PlayerAttack.projectileHitEnemy
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(projectiles, enemies, enemyTree, fallingEnemies)
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val enemies = Enemy.update
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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val fallingEnemies = FallingEnemies.update fallingEnemies
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val mode =
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{ player = player
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, walls = walls
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, wallTree = wallTree
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, platforms = platforms
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, platformTree = platformTree
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, enemies = enemies
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, graph = graph
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, fallingEnemies = fallingEnemies
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}
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in
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{mode = GameType.LEVEL mode, userKeys = userKeys, saveKeys = false}
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end
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else
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{ mode = GameType.TITLE (TitleType.initial)
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, userKeys = userKeys
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, saveKeys = false
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}
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end
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end
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