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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:04,608 Before we wrap up the course there is one final bug to address and that is that 2 00:00:05,120 --> 00:00:07,168 Enemies can get stuck in the wall 3 00:00:07,680 --> 00:00:08,704 As you say 4 00:00:08,960 --> 00:00:09,728 Right here 5 00:00:10,240 --> 00:00:12,032 And this happens under a verb 6 00:00:12,288 --> 00:00:14,592 Specific Circumstance which I will describe 7 00:00:14,848 --> 00:00:15,360 Now 8 00:00:15,616 --> 00:00:18,432 So let's go to our handy paint and let's 9 00:00:18,688 --> 00:00:20,224 Draw a line that rep 10 00:00:20,480 --> 00:00:22,016 Against the wall and if you recall 11 00:00:22,528 --> 00:00:23,808 The way that we 12 00:00:24,320 --> 00:00:25,344 Spon End 13 00:00:25,856 --> 00:00:29,440 Is that we take the player position which is let's a right 14 00:00:29,696 --> 00:00:30,208 Who's the player 15 00:00:30,976 --> 00:00:32,512 And we basically shark 16 00:00:33,024 --> 00:00:34,048 A vector 17 00:00:34,560 --> 00:00:36,352 Along some Direction 18 00:00:36,864 --> 00:00:38,144 To see if there is a collision 19 00:00:38,656 --> 00:00:40,192 Edit there isn't a collision 20 00:00:40,448 --> 00:00:40,960 Respond 21 00:00:41,216 --> 00:00:41,728 Enemy 22 00:00:41,984 --> 00:00:43,520 What happens if h 23 00:00:43,776 --> 00:00:44,544 Raycast 24 00:00:44,800 --> 00:00:48,128 Ends one pixel before the wall likes 25 00:00:48,640 --> 00:00:50,688 And doesn't register a collision we say oh 26 00:00:50,944 --> 00:00:54,528 Well then that means that there is no collision in so what we're going to do 27 00:00:54,784 --> 00:00:55,808 An enemy 28 00:00:56,064 --> 00:00:57,088 So we spawn the end 29 00:00:57,600 --> 00:00:58,112 Play here 30 00:00:58,368 --> 00:00:58,880 However 31 00:00:59,136 --> 00:01:01,037 The enemy is now on top of the wall and 32 00:01:01,039 --> 00:01:03,515 Subtitled by online-courses.club We compress knowledge for you! 33 00:01:03,516 --> 00:01:05,792 Remember the enemy has a collision shape which is like a circle 34 00:01:06,048 --> 00:01:09,120 Are the enemy ends up with a circle Collider 35 00:01:09,376 --> 00:01:11,424 That is halfway inside of a wall 36 00:01:11,936 --> 00:01:17,056 So the fix for this is really simple instead of checking the exact distance along which we 37 00:01:17,312 --> 00:01:18,080 How to spawn the end 38 00:01:18,592 --> 00:01:20,128 We're actually going to add 39 00:01:20,384 --> 00:01:23,200 An additional 20 years so pixel check 40 00:01:23,712 --> 00:01:24,224 Like so 41 00:01:24,992 --> 00:01:27,808 So that means that if it's whole range if this whole 42 00:01:28,064 --> 00:01:28,576 Line 43 00:01:28,832 --> 00:01:30,112 Does not contain a collision 44 00:01:30,624 --> 00:01:32,416 Then we'll go ahead and spawn the enemy 45 00:01:33,440 --> 00:01:33,952 The tip 46 00:01:34,208 --> 00:01:34,720 The Orange 47 00:01:36,256 --> 00:01:37,024 Desired 48 00:01:37,280 --> 00:01:37,792 Sponge 49 00:01:38,304 --> 00:01:41,376 So essentially just adding an extra 20 years ago pics 50 00:01:41,632 --> 00:01:42,656 Checking to the 51 00:01:42,912 --> 00:01:43,680 The array 52 00:01:43,936 --> 00:01:48,800 So that we can be guaranteed that there will be at least 20 pixels of distance between 53 00:01:49,056 --> 00:01:49,824 Responding the enemy 54 00:01:50,080 --> 00:01:50,592 Between the 55 00:01:51,616 --> 00:01:54,688 So let's go ahead and open up our enemy manager 56 00:01:55,200 --> 00:01:59,296 And implement exactly that fix so go ahead and open up the screw 57 00:01:59,808 --> 00:02:05,440 And basically and hear what we've got going on is we are setting the enemy spawn position 58 00:02:05,696 --> 00:02:08,768 To the player global position plus that random Direction 59 00:02:09,024 --> 00:02:09,536 Choosing 60 00:02:09,792 --> 00:02:10,560 Up here 61 00:02:10,816 --> 00:02:12,864 X the spawn radius 62 00:02:13,376 --> 00:02:16,704 And like I showed in the drawing we basically want to 63 00:02:17,728 --> 00:02:18,240 Something 64 00:02:18,496 --> 00:02:20,032 20 additional pixels 65 00:02:20,288 --> 00:02:21,824 To the Ray 66 00:02:22,080 --> 00:02:22,592 Checking 67 00:02:22,848 --> 00:02:24,384 And so what we're going to do for that 68 00:02:24,640 --> 00:02:27,712 Is were going to create a new variable called additional 69 00:02:30,784 --> 00:02:33,088 And we're just going to random Direction 70 00:02:33,856 --> 00:02:34,368 Times 2 71 00:02:35,392 --> 00:02:39,488 And then in this line we were constructing the physics re query parameter 72 00:02:40,000 --> 00:02:44,096 We just simply going to add that additional check offset to the second 73 00:02:44,608 --> 00:02:46,656 So it's going to be spawn position Plus 74 00:02:47,424 --> 00:02:48,192 Additional 75 00:02:48,448 --> 00:02:48,960 Check 76 00:02:49,472 --> 00:02:49,984 Off 77 00:02:51,008 --> 00:02:54,848 So what does essentially going to do is that's going to create a rave and the player position 78 00:02:55,360 --> 00:02:58,688 To the spawn position that we want to have for the enemy 79 00:02:58,944 --> 00:03:00,224 But Plus 80 00:03:00,480 --> 00:03:02,016 An additional 20 pixel 81 00:03:02,272 --> 00:03:03,296 In the same direction 82 00:03:03,808 --> 00:03:07,904 And as long as that raycast does not return a collision result 83 00:03:08,416 --> 00:03:09,696 Then we can spawn em 84 00:03:10,976 --> 00:03:14,560 So you can run the game to test it's going to be very difficult to test 85 00:03:14,816 --> 00:03:15,328 But 86 00:03:15,584 --> 00:03:19,680 If you play the game a little bit more you should notice that it stops 87 00:03:19,936 --> 00:03:20,448 Happening 88 00:03:20,704 --> 00:03:23,520 And enemies are still spawning like normal 5786

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