streamline collision detection
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83c35f68c4
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7b85f11143
154
combat.c
154
combat.c
@ -109,84 +109,94 @@ void populateTargetCollision(struct CompiledSpriteRender *sprite) {
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collisionDetection.targetEY = bounds.bottom;
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}
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void handleRabbitToEnemyCollisions(
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// We are hardcoding a 2x2 grid on the screen as our collision partitioning
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// scheme.
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int rabbitBulletGrid[4][RABBIT_BULLET_LIMIT];
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int enemyGrid[4][ENEMY_MAX_COUNT];
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int rabbitGrid[4];
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int rabbitBulletGridIndex[4], enemyGridIndex[4];
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int gridPosition[4];
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#define CALCULATE_GRID_POS(x,y) ((x / COLLISION_GRID_SIZE) + (y / COLLISION_GRID_SIZE) * 2)
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void determineGridPositionsForSprite(struct CompiledSpriteRender *sprite) {
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int i;
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getSpriteBounds(sprite, &bounds);
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for (i = 0; i < 4; ++i) {
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gridPosition[i] = 0;
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}
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gridPosition[CALCULATE_GRID_POS(bounds.left, bounds.top)] = 1;
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gridPosition[CALCULATE_GRID_POS(bounds.right, bounds.top)] = 1;
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gridPosition[CALCULATE_GRID_POS(bounds.left, bounds.bottom)] = 1;
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gridPosition[CALCULATE_GRID_POS(bounds.right, bounds.bottom)] = 1;
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}
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void buildCollisionGrids(
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struct BulletPosition rabbitBulletPosition[],
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struct RabbitPosition *rabbitPosition,
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struct EnemyPosition enemyPosition[]
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) {
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int enemyIdx;
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int grid, i;
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for (grid = 0; grid < 4; ++grid) {
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rabbitBulletGridIndex[grid] = 0;
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enemyGridIndex[grid] = 0;
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}
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// to start: brute force items
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// possible performance improvements:
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// * grid partitioning
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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populateSourceCollision(&rabbit);
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determineGridPositionsForSprite(&rabbit);
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for (enemyIdx = 0; enemyIdx < ENEMY_MAX_COUNT; ++enemyIdx) {
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if (!enemyPosition[enemyIdx].isActive) continue;
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if (enemyPosition[enemyIdx].willBeInactive) continue;
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for (grid = 0; grid < 4; ++grid) {
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rabbitGrid[grid] = gridPosition[grid];
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}
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enemy.x = enemyPosition[enemyIdx].enemyPosition[0];
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enemy.y = enemyPosition[enemyIdx].enemyPosition[1];
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populateTargetCollision(&enemy);
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (!rabbitBulletPosition[i].isActive) continue;
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if (rabbitBulletPosition[i].willBeInactive) continue;
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if (isCollision()) {
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enemyPosition[enemyIdx].willBeInactive = 1;
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bullet.x = rabbitBulletPosition[i].x;
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bullet.y = rabbitBulletPosition[i].y;
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determineGridPositionsForSprite(&bullet);
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for (grid = 0; grid < 4; ++grid) {
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if (gridPosition[grid]) {
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rabbitBulletGrid[grid][rabbitBulletGridIndex[grid]++] = i;
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}
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}
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}
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for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
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if (!enemyPosition[i].isActive) continue;
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if (enemyPosition[i].willBeInactive) continue;
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enemy.x = enemyPosition[i].enemyPosition[0];
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enemy.y = enemyPosition[i].enemyPosition[1];
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determineGridPositionsForSprite(&enemy);
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for (grid = 0; grid < 4; ++grid) {
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if (gridPosition[grid]) {
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enemyGrid[grid][enemyGridIndex[grid]++] = i;
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}
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}
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}
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}
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int rabbitBulletGrid[4][RABBIT_BULLET_LIMIT];
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int enemyGrid[4][ENEMY_MAX_COUNT];
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void handleRabbitBulletToEnemyCollisions(
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struct BulletPosition rabbitBulletPosition[],
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struct EnemyPosition enemyPosition[]
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) {
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int bulletIdx, enemyIdx, grid;
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int resolvedBulletIdx, resolvedEnemyIdx;
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int rabbitGridIndex[4], enemyGridIndex[4];
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char buffer[30];
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for (grid = 0; grid < 4; ++grid) {
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rabbitGridIndex[grid] = 0;
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}
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for (bulletIdx = 0; bulletIdx < RABBIT_BULLET_LIMIT; ++bulletIdx) {
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if (!rabbitBulletPosition[bulletIdx].isActive) continue;
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if (rabbitBulletPosition[bulletIdx].willBeInactive) continue;
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grid = (
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rabbitBulletPosition[bulletIdx].x / (TILE_SIZE * 5)
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) + (
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(rabbitBulletPosition[bulletIdx].y / (TILE_SIZE * 5)) * 2
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);
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rabbitBulletGrid[grid][rabbitGridIndex[grid]++] = bulletIdx;
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}
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for (grid = 0; grid < 4; ++grid) {
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enemyGridIndex[grid] = 0;
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}
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for (enemyIdx = 0; enemyIdx < ENEMY_MAX_COUNT; ++enemyIdx) {
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if (!enemyPosition[enemyIdx].isActive) continue;
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if (enemyPosition[enemyIdx].willBeInactive) continue;
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grid = (
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enemyPosition[enemyIdx].enemyPosition[0] / (TILE_SIZE * 5)
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) + (
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(enemyPosition[enemyIdx].enemyPosition[1] / (TILE_SIZE * 5)) * 2
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);
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enemyGrid[grid][enemyGridIndex[grid]++] = enemyIdx;
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}
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for (grid = 0; grid < 4; ++grid) {
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if (enemyGridIndex[grid] == 0) continue;
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for (bulletIdx = 0; bulletIdx < rabbitGridIndex[grid]; ++bulletIdx) {
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for (bulletIdx = 0; bulletIdx < rabbitBulletGridIndex[grid]; ++bulletIdx) {
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resolvedBulletIdx = rabbitBulletGrid[grid][bulletIdx];
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if (!rabbitBulletPosition[resolvedBulletIdx].isActive) continue;
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@ -216,3 +226,37 @@ void handleRabbitBulletToEnemyCollisions(
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}
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}
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void handleRabbitToEnemyCollisions(
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struct RabbitPosition *rabbitPosition,
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struct EnemyPosition enemyPosition[]
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) {
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int enemyIdx, grid, resolvedEnemyIdx;
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// to start: brute force items
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// possible performance improvements:
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// * grid partitioning
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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populateSourceCollision(&rabbit);
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for (grid = 0; grid < 4; ++grid) {
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if (!rabbitGrid[grid]) continue;
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if (enemyGridIndex[grid] == 0) continue;
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for (enemyIdx = 0; enemyIdx < enemyGridIndex[grid]; ++enemyIdx) {
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resolvedEnemyIdx = enemyGrid[grid][enemyIdx];
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if (!enemyPosition[resolvedEnemyIdx].isActive) continue;
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if (enemyPosition[resolvedEnemyIdx].willBeInactive) continue;
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enemy.x = enemyPosition[resolvedEnemyIdx].enemyPosition[0];
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enemy.y = enemyPosition[resolvedEnemyIdx].enemyPosition[1];
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populateTargetCollision(&enemy);
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if (isCollision()) {
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enemyPosition[resolvedEnemyIdx].willBeInactive = 1;
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}
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}
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}
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}
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6
combat.h
6
combat.h
@ -18,3 +18,9 @@ void handleRabbitToEnemyCollisions(
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struct RabbitPosition*,
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struct EnemyPosition[]
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);
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void buildCollisionGrids(
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struct BulletPosition rabbitBulletPosition[],
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struct RabbitPosition *rabbitPosition,
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struct EnemyPosition enemyPosition[]
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);
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1
const.h
1
const.h
@ -1,6 +1,7 @@
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#define TILE_SIZE (20)
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#define ARENA_WIDTH_TILES (10)
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#define ARENA_HEIGHT_TILES (10)
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#define COLLISION_GRID_SIZE (ARENA_WIDTH_TILES / 2 * TILE_SIZE)
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#define MOUSE_DISTANCE (32)
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8
game.c
8
game.c
@ -286,6 +286,12 @@ void handleCombat() {
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&rabbitWeaponry
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);
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buildCollisionGrids(
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rabbitBulletPosition,
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&rabbitPosition,
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enemyPosition
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);
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handleRabbitToEnemyCollisions(
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&rabbitPosition,
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enemyPosition
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@ -337,10 +343,10 @@ int main(void) {
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handleMovement();
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handleRedraw();
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handleCombat();
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waitStartVbl();
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copyDrawBufferToDisplay();
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handleCombat();
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waitEndVbl();
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if (keyboardKeydownState.KEY_ESC) { keepRunning = 0; }
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