enemy collide logic in enemy and out of world
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@@ -59,9 +59,14 @@ void Enemy::inEyeSight(Vec3f & TargetPosition)
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hasTarget = false;
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}
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bool Enemy::hasCollison(Vec3f &)
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void Enemy::collide(const Entity * entity)
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{
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Vec3f difference = position - entity->position; //zou misschien omgedraait moeten worden
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difference.y = 0;
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difference.Normalize();
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difference = difference * (entity->model->radius + 0.01f);
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position.x = difference.x + entity->position.x;
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position.z = difference.z + entity->position.z;
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}
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void Enemy::update(float delta)
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@@ -18,6 +18,6 @@ public:
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void draw();
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void inEyeSight(Vec3f &);
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bool hasCollison(Vec3f &);
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void collide(const Entity *entity);
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};
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@@ -168,7 +168,7 @@ void World::update(float elapsedTime)
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//Al deze code zou in enemy moeten staan
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enemy->inEyeSight(player->position);
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enemy->update(elapsedTime);
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if (enemy->hasTarget)
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{
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@@ -176,14 +176,11 @@ void World::update(float elapsedTime)
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{
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if (e->canCollide && e->inObject(enemy->position))
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{
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Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
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difference.Normalize();
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difference = difference * (e->model->radius + 0.01f);
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enemy->position = e->position + difference;
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enemy->collide(e);
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break;
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}
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}
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}
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}
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//tot hier
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}
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}
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