feat: add enemies projectile interaction
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+39
-26
@@ -36,46 +36,59 @@ Enemies CreateEnemies(void) {
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enemies.arrived[i] = true;
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enemies.destPos[i] = (Vector2){0.0f, 0.0f};
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enemies.alive[i] = true;
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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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void UpdateEnemies(Enemies *enemies, Projectiles *projectiles) {
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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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if (enemies->alive[i]) {
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for (int j = 0; j < projectiles->count; j++){
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if (!projectiles->active[j]) continue;
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if (CheckCollisionCircleRec(projectiles->physics[j].position, projectiles->radius[j], enemies->sprite[i].destRec)){
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enemies->alive[i] = false;
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break;
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}
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}
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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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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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}
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void RenderEnemies(Enemies *enemies) {
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for (int i = 0; i < enemies->count; i++) {
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RenderSprite(&enemies->sprite[i]);
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if (enemies->alive[i]){
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RenderSprite(&enemies->sprite[i]);
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}
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}
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}
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