fix: bug in getEnemies
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					@ -28,6 +28,12 @@
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            "type": "player",
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					            "type": "player",
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            "x": 5,
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					            "x": 5,
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            "y": 19
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					            "y": 19
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					         },
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					         {
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					            "type": "test_dummy",
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					            "x": 7,
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					            "y": 19,
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					            "possibility": 1
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         }
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					         }
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      ]
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					      ]
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   },
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					   },
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					@ -40,7 +40,7 @@ export default class Tutorial extends GameLevel{
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        this.viewport.setBounds(0, 0, this.map.width*32, this.map.height*32);
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					        this.viewport.setBounds(0, 0, this.map.width*32, this.map.height*32);
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        this.viewport.follow(this.player);
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					        this.viewport.follow(this.player);
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        console.log(this.rmg.getPlayer().toString());
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					        console.log(this.rmg.getEnemies());
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        this.playerSpawn = this.rmg.getPlayer().scale(32);
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					        this.playerSpawn = this.rmg.getPlayer().scale(32);
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        // Do generic setup for a GameLevel
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					        // Do generic setup for a GameLevel
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					@ -258,7 +258,7 @@ export default class RandomMapGenerator {
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                    this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j];
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					                    this.map.layers[1].data[(room.topLeft.y + i) * width + room.topLeft.x + j] = room.topLayer[i * roomWidth + j];
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                }
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					                }
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            if (room.enemies)
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					            if (room.enemies)
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                for (let enemy of this.enemies) {
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					                for (let enemy of room.enemies) {
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                    enemy.position.x += room.topLeft.x;
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					                    enemy.position.x += room.topLeft.x;
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                    enemy.position.y += room.topLeft.y;
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					                    enemy.position.y += room.topLeft.y;
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                    this.enemies.push(enemy);
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					                    this.enemies.push(enemy);
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