make sure playedr only checks collisions with enemy in the case that player was previously attacked
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@@ -406,18 +406,23 @@ struct
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(player, walls, wallTree, platforms, platformTree)
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(player, walls, wallTree, platforms, platformTree)
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val player = PlayerPatch.withPatches (player, patches)
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val player = PlayerPatch.withPatches (player, patches)
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(* player reaction to collisions with enemies *)
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val patches =
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let
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val {x, y, ...} = player
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val size = Constants.playerSize
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val env = (#enemies game, player)
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val state = []
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in
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FoldEnemies.foldRegion (x, y, size, size, env, state, enemyTree)
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end
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in
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in
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PlayerPatch.withPatches (player, patches)
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(* player reaction to collisions with enemies.
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* We only detect collisions if player is not in invincibility period
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* after being previously attacked. *)
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case #attacked player of
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ATTACKED _ => player
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| _ =>
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let
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val {x, y, ...} = player
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val size = Constants.playerSize
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val env = (#enemies game, player)
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val state = []
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val patches = FoldEnemies.foldRegion
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(x, y, size, size, env, state, enemyTree)
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in
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PlayerPatch.withPatches (player, patches)
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end
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end
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end
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(* todo: add attacked enemies to player's 'enemies' field *)
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(* todo: add attacked enemies to player's 'enemies' field *)
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