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public void updateEnemy(ArrayList<Enemy> enemies, int delta, Player player){
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public void updateEnemy(ArrayList<Enemy> enemies, int delta, Player player) {
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		for(int i=0 ; i < enemies.size() ; i++)
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	for(int i=0 ; i < enemies.size() ; i++) {	
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		{	
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		for(int k=i+1; k<enemies.size();k++) { 
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			for(int k=0; k<enemies.size();k++)
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			enemies.get(i).velocity = new Vector2f( player.getX() - enemies.get(i).getX(), player.getY() - enemies.get(i).getY());
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			{ 
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			enemies.get(k).velocity = new Vector2f( player.getX() - enemies.get(k).getX(), player.getY() - enemies.get(k).getY());
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				if(enemies.get(i) != enemies.get(k))
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				{
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			if(enemies.get(k).hitbox.collide(enemies.get(i).hitbox)) {
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					enemies.get(i).velocity = new Vector2f( player.getX() - enemies.get(i).getX(), player.getY() - enemies.get(i).getY());
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				Vector2f temp = enemies.get(k).velocity;
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					enemies.get(k).velocity = new Vector2f( player.getX() - enemies.get(k).getX(), player.getY() - enemies.get(k).getY());
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				enemies.get(k).giveVel(enemies.get(i).velocity);
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				enemies.get(i).giveVel(temp);
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					if(enemies.get(k).hitbox.collide(enemies.get(i).hitbox)) // check shit so enemis dont overlap , if do swap vectors
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				while(enemies.get(k).hitbox.collide(enemies.get(i).hitbox)) {
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					{
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					enemies.get(i).position.add(enemies.get(i).velocity.scale(enemies.get(i).speed));
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						Vector2f temp = enemies.get(k).velocity;
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					enemies.get(k).position.add(enemies.get(k).velocity.scale(enemies.get(k).speed));
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						enemies.get(k).giveVel(enemies.get(i).velocity);
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						enemies.get(i).giveVel(temp);
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					}
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			else {
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					else{
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				enemies.get(i).velocity = new Vector2f( player.getX() - enemies.get(i).getX(), player.getY() - enemies.get(i).getY());
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						enemies.get(i).velocity = new Vector2f( player.getX() - enemies.get(i).getX(), player.getY() - enemies.get(i).getY());
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			} 
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						} 
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		enemies.get(i).position.add(enemies.get(i).velocity.scale((enemies.get(i).speed))); 
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		enemies.get(i).hitbox.setPos(enemies.get(i).getX(),enemies.get(i).getY());
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		enemies.get(i).boundriesCheck();
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	}
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}