small amendment to getPatrolPatches: make sure enemy is always fully on platform while patrolling (does not go off edge) as this is more predictable + looks better
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@@ -7,10 +7,9 @@ struct
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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val searchWidth = Constants.enemySize
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val y = y + Constants.enemySize - 5
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val searchHeight = 10
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val searchWidth = Constants.moveEnemyBy
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in
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QuadTree.hasCollisionAt
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(x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, wallTree)
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@@ -66,7 +65,7 @@ struct
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let
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(* search to see if there is wall on left side *)
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val searchStartX = x - Constants.moveEnemyBy
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val searchWidth = Constants.enemySize
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val searchWidth = Constants.moveEnemyBy
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val searchHeight = Constants.enemySize - 5
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val ww = Constants.worldWidth
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@@ -100,7 +99,7 @@ struct
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* but we want to check top * right coordinate,
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* so add enemySize *)
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val searchStartX = x + Constants.enemySize + Constants.moveEnemyBy
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val searchWidth = Constants.enemySize
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val searchWidth = Constants.moveEnemyBy
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val searchHeight = Constants.enemySize - 5
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val ww = Constants.worldWidth
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