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tempEnemy.x += tempEnemy.dx*tempEnemy.speed;
tempEnemy.y += tempEnemy.dy*tempEnemy.speed;
tempEnemy.currentTile++;
if (tempEnemy.currentTile==enemyTiles.length){
tempEnemy.currentTile = 0;
}
renderPlayField();
if (tempEnemy.x==tempEnemy.destinationX &&
tempEnemy.y==tempEnemy.destinationY){
tempEnemy.moveComplete = true;
enemyMoveCompleteCount++;
}
}
}
if (enemyMoveCompleteCount >= enemy.length){
enemyMoveCompleteCount = 0;
for (var eCtr=0;eCtr<enemy.length;eCtr++){
var tempEnemy = enemy[eCtr];
tempEnemy.moveComplete = false;
}
switchGameState(GAME_STATE_EVALUATE_ENEMY_MOVE);
}
}
function gameStateEvaluateEnemyMove(){
for (var eCtr=enemy.length-1;eCtr>=0;eCtr--){
var tempEnemy = enemy[eCtr];
tempEnemy.row = tempEnemy.nextRow;
tempEnemy.col = tempEnemy.nextCol;
if (playField[tempEnemy.row][tempEnemy.col]==wallTile){
tempEnemy.hit = true;
}
if (player.row==tempEnemy.row && player.col==tempEnemy.col){
tempEnemy.hit = true;
player.hit = true;
}
//check against other enemy
for (var eCtr2=enemy.length-1;eCtr2>=0;eCtr2--){
var tempEnemy2 = enemy[eCtr2];
if (tempEnemy.row==tempEnemy2.row &&
tempEnemy.col==tempEnemy2.col && eCtr != eCtr2){
tempEnemy.hit = true;
tempEnemy2.hit = true;
}
}
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