ScrollObject following another ScrollObject

This routine will use the Update function of a ScrollObject, physics and some orxVECTOR math to always try to follow another object.

void Enemy::Update(const orxCLOCK_INFO &_rstInfo)
{
	orxOBJECT *enemyObject = this->GetOrxObject();
 
	orxVECTOR enemyPosition = orxVECTOR_0;
	this->GetPosition(enemyPosition, orxTRUE);
 
	orxVECTOR playerPosition = orxVECTOR_0;
	playerPosition = karbon_game::GetInstance().GetPlayerPosition(); //you'll need to implement this function in your game code
 
	orxVECTOR directionToShip = orxVECTOR_0;
	orxVector_Sub(&directionToShip, &playerPosition, &enemyPosition);
 
	orxVECTOR speedTowardsShip = orxVECTOR_0;
	orxVector_Normalize(&speedTowardsShip, &directionToShip);
	orxVector_Mulf(&speedTowardsShip, &speedTowardsShip, 0.3);
 
	orxObject_ApplyImpulse(enemyObject, &speedTowardsShip, orxNULL);
}
[Enemy]
Graphic         = @
Texture         = enemy.png
Pivot           = center
Body 		= EnemyBody
 
[EnemyBody]
Dynamic		= true
PartList	= EnemyBodyPart
 
[EnemyBodyPart]
Type		= box
Solid		= false