feat: add collisionhandling
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@@ -247,6 +247,10 @@ Projectiles CreateProjectiles(void);
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void UpdateProjectiles(Projectiles *projectiles);
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void RenderProjectiles(Projectiles *projectiles);
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void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies);
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void CheckEnemyEnemyCollisions(Enemies *enemies);
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void CheckProjectileEnemyCollisions(Projectiles *projectiles, Enemies *enemies);
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void InitGame(App *app);
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void UpdateGame(App *app);
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void RenderComponents(App *app);
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@@ -69,6 +69,9 @@ void UpdateGame(App *app) {
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UpdateEnemies(&g->enemies);
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UpdateIslands(&g->islands);
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UpdateProjectiles(&g->projectiles);
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CheckPlayerEnemyCollisions(GetPlayer(), &app->game.enemies);
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CheckEnemyEnemyCollisions(&app->game.enemies);
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CheckProjectileEnemyCollisions(&app->game.projectiles, &app->game.enemies);
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}
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void RenderComponents(App *app) {
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@@ -0,0 +1,75 @@
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#include "app.h"
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#include <raylib.h>
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void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies) {
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for (int i = 0; i < enemies->count; i++) {
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Vector2 playerPos = player->physics.position;
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Vector2 enemiesPos = enemies->physics[i].position;
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float playerRadius = 8.0f;
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float enemiesRadius = 8.0f;
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float minDist = playerRadius + enemiesRadius;
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if (CheckCollisionCircles(playerPos, playerRadius, enemiesPos,
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enemiesRadius)) {
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float dist = GetDistanceBetweenTwoVectors(playerPos, enemiesPos);
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float overlap = minDist - dist;
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if (dist > 0.0f) {
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Vector2 collisionVector = GetDirectionBetweenTwoVectors(
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enemies->physics[i].position, player->physics.position);
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player->physics.position.x += collisionVector.x * overlap;
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player->physics.position.y += collisionVector.y * overlap;
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Vector2 forward = RotationToVector2(player->rotation - 90.0f);
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float side = Cross2D(forward, collisionVector);
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player->rotation += side * 120.0f * GetFrameTime();
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}
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}
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}
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}
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void CheckEnemyEnemyCollisions(Enemies *enemies) {
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for (int a = 0; a < enemies->count; a++) {
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for (int b = a + 1; b < enemies->count; b++) {
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Vector2 posA = enemies->physics[a].position;
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Vector2 posB = enemies->physics[b].position;
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float enemiesRadius = 8.0f;
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float minDist = enemiesRadius * 2;
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if (CheckCollisionCircles(posA, enemiesRadius, posB, enemiesRadius)) {
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Vector2 collisionVectorA = GetDirectionBetweenTwoVectors(posB, posA);
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Vector2 collisionVectorB = GetDirectionBetweenTwoVectors(posA, posB);
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float dist = GetDistanceBetweenTwoVectors(posA, posB);
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float overlap = minDist - dist;
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if (dist > 0.0f) {
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enemies->physics[a].position.x += collisionVectorA.x * overlap * 0.5f;
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enemies->physics[a].position.y += collisionVectorA.y * overlap * 0.5f;
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enemies->physics[b].position.x += collisionVectorB.x * overlap * 0.5f;
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enemies->physics[b].position.y += collisionVectorB.y * overlap * 0.5f;
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Vector2 forwardA =
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RotationToVector2(enemies->sprite[a].rotation - 90.0f);
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Vector2 forwardB =
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RotationToVector2(enemies->sprite[b].rotation - 90.0f);
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float sideA = Cross2D(forwardA, collisionVectorA);
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float sideB = Cross2D(forwardB, collisionVectorB);
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enemies->sprite[a].rotation += sideA * 120.0f * GetFrameTime();
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enemies->sprite[b].rotation += sideB * 120.0f * GetFrameTime();
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}
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}
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}
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}
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}
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void CheckProjectileEnemyCollisions(Projectiles *projectiles,
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Enemies *enemies) {
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for (int i = 0; i < projectiles->count; i++) {
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for (int j = 0; j < enemies->count; j++) {
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}
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}
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}
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+72
-64
@@ -1,81 +1,89 @@
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#include "app.h"
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const TextureAsset enemiesTextureAssets[ENEMIES_TEX_COUNT] = {
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{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}};
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{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}
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};
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Enemies CreateEnemies(void) {
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Enemies enemies = {.count = MAX_ENEMIES};
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TextureAsset textureAsset = enemiesTextureAssets[BOAT];
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Texture2D texture = LoadTexture(textureAsset.path);
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float frameWidth = textureAsset.frameWidth;
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float rotation = textureAsset.rotation;
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Enemies CreateEnemies(void){
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Enemies enemies = {.count = MAX_ENEMIES};
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TextureAsset textureAsset = enemiesTextureAssets[BOAT];
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Texture2D texture = LoadTexture(textureAsset.path);
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float frameWidth = textureAsset.frameWidth;
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float rotation = textureAsset.rotation;
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for (int i = 0; i < enemies.count; i++) {
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enemies.sprite[i] = (Sprite){
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.destRec = {GetScreenWidth() / 2, 0.0f, frameWidth, frameWidth},
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.origin = {frameWidth / 2, frameWidth / 2},
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.rotation = rotation,
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.color = WHITE};
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for (int i = 0; i < enemies.count; i++)
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{
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enemies.sprite[i] = (Sprite){
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.destRec = {GetScreenWidth()/2, 0.0f, frameWidth, frameWidth},
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.origin = {frameWidth / 2, frameWidth / 2},
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.rotation = rotation,
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.color = WHITE
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};
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enemies.animation[i] = (Animation){.state = 1,
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.currentFrame = 0,
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.maxFrame = 2,
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.framesCounter = 0,
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.framesSpeed = 2.0f,
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.animTimer = 0.0f};
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enemies.animation[i] = (Animation){
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.state = 1,
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.currentFrame = 0,
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.maxFrame = 2,
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.framesCounter = 0,
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.framesSpeed = 2.0f,
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.animTimer = 0.0f
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};
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Rectangle cameraRec = GetCameraRectangle();
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Rectangle cameraRec = GetCameraRectangle();
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enemies.physics[i] =
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(Physics){.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 5.0f};
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enemies.physics[i] = (Physics){
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.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 5.0f,
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.weight = 5.0f
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};
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enemies.arrived[i] = true;
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enemies.destPos[i] = (Vector2){0.0f, 0.0f};
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}
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enemies.arrived[i] = true;
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enemies.destPos[i] = (Vector2){0.0f, 0.0f};
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return enemies;
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}
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return enemies;
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}
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void UpdateEnemies(Enemies *enemies) {
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Camera2D *camera = GetCamera();
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Rectangle cameraRec = GetCameraRectangle();
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void UpdateEnemies(Enemies *enemies){
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Camera2D *camera = GetCamera();
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Rectangle cameraRec = GetCameraRectangle();
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for (int i = 0; i < enemies->count; i++) {
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if (enemies->arrived[i]) {
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enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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enemies->arrived[i] = false;
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}
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if (CheckCollisionPointCircle(enemies->physics[i].position,
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enemies->destPos[i], 10.0F)) {
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enemies->arrived[i] = true;
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}
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if (GetDistanceBetweenTwoVectors(enemies->physics[i].position,
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camera->target) > 1000) {
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enemies->physics[i].position =
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GetPositionOutsideRectangle(cameraRec, 100, 1000);
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}
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Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position,
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enemies->destPos[i]);
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UpdatePhysics(&enemies->physics[i], dir);
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UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
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float rotation = Vector2ToRotation(dir);
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UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
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UpdateAnimation(&enemies->animation[i], GetFrameTime());
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UpdateSpriteSourceRec(&enemies->sprite[i],
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&(Vector2){enemies->sprite[i].frameSize.x *
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enemies->animation[i].currentFrame,
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enemies->sprite[i].frameSize.y});
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}
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for (int i = 0; i < enemies->count; i++)
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{
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if(enemies->arrived[i])
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{
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enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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enemies->arrived[i] = false;
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}
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if(CheckCollisionPointCircle(enemies->physics[i].position, enemies->destPos[i], 10.0F))
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{
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enemies->arrived[i] = true;
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}
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if(GetDistanceBetweenTwoVectors(enemies->physics[i].position, camera->target) > 1000){
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enemies->physics[i].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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}
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Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position, enemies->destPos[i]);
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UpdatePhysics(&enemies->physics[i], dir);
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UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
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float rotation = Vector2ToRotation(dir);
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UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
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UpdateAnimation(&enemies->animation[i], GetFrameTime());
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UpdateSpriteSourceRec(&enemies->sprite[i], &(Vector2){enemies->sprite[i].frameSize.x * enemies->animation[i].currentFrame, enemies->sprite[i].frameSize.y});
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}
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}
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void RenderEnemies(Enemies *enemies) {
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void RenderEnemies(Enemies *enemies){
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for (int i = 0; i < enemies->count; i++)
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{
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RenderSprite(&enemies->sprite[i]);
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}
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for (int i = 0; i < enemies->count; i++) {
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RenderSprite(&enemies->sprite[i]);
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}
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}
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+2
-1
@@ -57,7 +57,8 @@ void CreatePlayer(void)
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Physics playerPhysics = {
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.position = (Vector2){0.0f,0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = playerSpeeds[ANCHOR]
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.speed = playerSpeeds[ANCHOR],
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.weight = 10.0f
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};
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Player* player = GetPlayer();
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