structure GameUpdate = struct fun update (game, input) = let val { player , walls , wallTree , platforms , platformTree , enemies , graph , fallingEnemies } = game val enemyTree = Enemy.generateTree enemies val player = Player.runPhysicsAndInput (game, input, enemyTree) val projectiles = #projectiles player val projectileTree = Projectile.generateTree projectiles (* update state of falling enemies and possibly filter *) val fallingEnemies = FallingEnemies.updateList (Vector.length fallingEnemies - 1, fallingEnemies, player, []) val (enemies, fallingEnemies) = Enemy.updateEnemyList ( Vector.length enemies - 1 , enemies , projectiles , projectileTree , walls , wallTree , platforms , platformTree , player , graph , [] , fallingEnemies ) val fallingEnemies = Vector.fromList fallingEnemies in { player = player , walls = walls , wallTree = wallTree , platforms = platforms , platformTree = platformTree , enemies = enemies , graph = graph , fallingEnemies = fallingEnemies } end end