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Updated BoundingBox collision detections
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@ -53,27 +53,29 @@ int main()
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collision = false;
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// Check collisions player vs enemy-box
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if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2,
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playerPosition.y - playerSize.y/2,
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playerPosition.z - playerSize.z/2 },
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(Vector3){ playerPosition.x + playerSize.x/2,
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playerPosition.y + playerSize.y/2,
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playerPosition.z + playerSize.z/2 },
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(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
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enemyBoxPos.y - enemyBoxSize.y/2,
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enemyBoxPos.z - enemyBoxSize.z/2 },
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(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
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enemyBoxPos.y + enemyBoxSize.y/2,
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enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true;
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if (CheckCollisionBoxes(
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(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
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playerPosition.y - playerSize.y/2,
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playerPosition.z - playerSize.z/2 },
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(Vector3){ playerPosition.x + playerSize.x/2,
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playerPosition.y + playerSize.y/2,
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playerPosition.z + playerSize.z/2 }},
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(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
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enemyBoxPos.y - enemyBoxSize.y/2,
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enemyBoxPos.z - enemyBoxSize.z/2 },
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(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
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enemyBoxPos.y + enemyBoxSize.y/2,
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enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
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// Check collisions player vs enemy-sphere
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if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2,
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playerPosition.y - playerSize.y/2,
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playerPosition.z - playerSize.z/2 },
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(Vector3){ playerPosition.x + playerSize.x/2,
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playerPosition.y + playerSize.y/2,
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playerPosition.z + playerSize.z/2 },
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enemySpherePos, enemySphereSize)) collision = true;
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if (CheckCollisionBoxSphere(
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(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
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playerPosition.y - playerSize.y/2,
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playerPosition.z - playerSize.z/2 },
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(Vector3){ playerPosition.x + playerSize.x/2,
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playerPosition.y + playerSize.y/2,
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playerPosition.z + playerSize.z/2 }},
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enemySpherePos, enemySphereSize)) collision = true;
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if (collision) playerColor = RED;
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else playerColor = GREEN;
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