progress towards letting enemy drop below platform if path to player is there
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@@ -194,6 +194,19 @@ struct
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andalso (ey > platY andalso ey + Constants.jumpLimit >= platY)
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end
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fun canDrop (nextPlatform, platformTree, enemy) =
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let
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val {x = platX, y = platY, width = platW, ...} = nextPlatform
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val platFinishX = platX + platW
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val {x = eX, y = ey, yAxis = eyAxis, ...} = enemy
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val standingOnPlat = standingOnArea (enemy, platformTree)
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in
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isBetween (platX, eX, platFinishX) andalso standingOnPlat
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andalso ey < platY
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end
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(* get patches to help enemy move to nextPlatformID *)
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fun getPathToNextPlatform
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(nextPlatformID, platforms, platformTree, enemy, eID, pID, acc) =
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@@ -203,13 +216,15 @@ struct
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val {x = eX, y = ey, yAxis = eyAxis, ...} = enemy
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val canJump = canJump (nextPlatform, platformTree, enemy)
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val canDrop = canDrop (nextPlatform, platformTree, enemy)
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in
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if canJump then
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case eyAxis of
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ON_GROUND => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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| FALLING => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
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| _ => acc
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else if canDrop then
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EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: acc
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else
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acc
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end
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@@ -153,7 +153,7 @@ struct
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(x, y, size, size, 0, 0, ww, wh, 0, platformTree)
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val acc = getPlatformPatches (yAxis, platforms, platCollisions, [])
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val acc =
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val acc =
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case yAxis of
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DROP_BELOW_PLATFORM =>
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(* if we dropped below platform before
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@@ -162,11 +162,11 @@ struct
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* then set new yAxis to FALLING
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* so we do not drop below any platforms again
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* *)
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if QuadTree.hasCollisionAt (x, y, size, size, 0, 0, ww, wh, ~1,
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platformTree)
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then
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Fn.W_Y_AXIS FALLING :: acc
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else acc
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if
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QuadTree.hasCollisionAt
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(x, y, size, size, 0, 0, ww, wh, ~1, platformTree)
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then acc
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else Fn.W_Y_AXIS FALLING :: acc
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| _ => acc
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val wallCollisions = QuadTree.getCollisionSides
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