scenes/levels: first batch of transition to integrated asset manager
Before Width: | Height: | Size: 13 KiB |
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@ -0,0 +1,6 @@
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return {
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metadata = {
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height = 16,
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width = 16
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}
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}
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Before Width: | Height: | Size: 733 B After Width: | Height: | Size: 733 B |
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@ -0,0 +1,16 @@
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return {
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metadata = {
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height = 16,
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width = 16,
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defaultAnim = "anim"
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},
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animations = {
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["anim"] = {
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startAt = 1,
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endAt = 4,
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loop = 1,
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speed = 0.2,
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pauseAtEnd = false,
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}
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}
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}
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After Width: | Height: | Size: 4.7 KiB |
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@ -0,0 +1,16 @@
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return {
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metadata = {
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height = 16,
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width = 16,
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defaultAnim = "anim"
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},
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animations = {
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["anim"] = {
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startAt = 1,
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endAt = 4,
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loop = 1,
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speed = 0.2,
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pauseAtEnd = false,
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}
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}
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}
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After Width: | Height: | Size: 5.6 KiB |
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@ -0,0 +1,16 @@
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return {
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metadata = {
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height = 16,
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width = 16,
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defaultAnim = "anim"
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},
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animations = {
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["anim"] = {
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startAt = 1,
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endAt = 4,
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loop = 1,
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speed = 0.2,
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pauseAtEnd = false,
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}
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}
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}
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After Width: | Height: | Size: 5.8 KiB |
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@ -0,0 +1,6 @@
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return {
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metadata = {
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height = 16,
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width = 16
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}
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}
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Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
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@ -0,0 +1,16 @@
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return {
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metadata = {
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height = 16,
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width = 16,
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defaultAnim = "anim"
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},
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animations = {
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["anim"] = {
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startAt = 1,
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endAt = 5,
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loop = 1,
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speed = 0.08,
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pauseAtEnd = false,
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}
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}
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}
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@ -0,0 +1,16 @@
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return {
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metadata = {
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height = 16,
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width = 16,
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defaultAnim = "anim"
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},
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animations = {
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["anim"] = {
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startAt = 1,
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endAt = 5,
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loop = 1,
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speed = 0.08,
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pauseAtEnd = false,
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}
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}
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}
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@ -0,0 +1,6 @@
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return {
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metadata = {
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height = 16,
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width = 16
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}
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}
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Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 13 KiB |
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@ -8,7 +8,7 @@ function Block:new(level, x , y, item)
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end
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function Block:draw(dt)
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assets.sprites["block"]:draw(1, self.x, self.y)
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self.level.assets.tileset["block"]:drawTile(1, self.x, self.y)
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end
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function Block:breakBlock()
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@ -4,8 +4,8 @@ local Coin = Loot:extend()
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function Coin:new(level, x, y, anim, value)
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self.value = value or 1
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self.anim = anim or 1
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Coin.super.new(self, level, x, y, "coin", self.anim)
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local anim = anim or "coin"
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Coin.super.new(self, level, x, y, anim)
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end
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function Coin:takeLoot()
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@ -3,7 +3,7 @@ local Coin = require "scenes.levels.entities.loot.coin"
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local Coin5 = Coin:extend()
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function Coin5:new(level, x, y)
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Coin5.super.new(self, level, x, y, 3, 10)
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Coin5.super.new(self, level, x, y, "coin10", 10)
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end
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return Coin5
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@ -3,7 +3,7 @@ local Coin = require "scenes.levels.entities.loot.coin"
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local Coin5 = Coin:extend()
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function Coin5:new(level, x, y)
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Coin5.super.new(self, level, x, y, 2, 5)
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Coin5.super.new(self, level, x, y, "coin5", 5)
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end
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return Coin5
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@ -2,11 +2,10 @@ local Entity = require "scenes.levels.entities.parent"
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local Loot = Entity:extend()
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function Loot:new(level, x, y, name, anim)
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function Loot:new(level, x, y, name)
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Loot.super.new(self, level, "loot", x, y, 16, 16)
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self.collType = "loot"
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self.sprite = name
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self.anim = anim
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end
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function Loot:takeLoot()
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@ -21,8 +20,7 @@ function Loot:update(dt)
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end
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function Loot:draw()
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--local localx, localy = currentLevel.camera:cameraCoords(self.x, self.y)
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assets.sprites[self.sprite]:draw(self.anim, self.x, self.y)
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self.level.assets.sprites[self.sprite]:drawAnimation(self.x, self.y)
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end
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return Loot
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@ -54,8 +54,8 @@ end
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function Weapon:draw(dt)
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local rotation = math.floor(self.rotation/45)*45
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drawx, drawy = self:getCenter()
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assets.sprites["weapon"]:draw(self.weaponid, drawx, drawy, rotation,
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self.direction, 1, 8, 8)
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self.level.assets.tileset["weapon"]:drawTile(self.weaponid, drawx, drawy,
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rotation, self.direction, 1, 8, 8)
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end
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return Weapon
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@ -77,14 +77,11 @@ end
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function Level:loadSprites()
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assets:clearSprites()
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assets:addSprite("coin", 16, 16)
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assets.sprites["coin"]:newAnimation('1-4', 1, 0.2)
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assets.sprites["coin"]:newAnimation('1-4', 2, 0.2)
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assets.sprites["coin"]:newAnimation('1-4', 3, 0.2)
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self.assets:addSprite("coin", "assets/sprites/items/coin")
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self.assets:addSprite("coin5", "assets/sprites/items/coin5")
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self.assets:addSprite("coin10", "assets/sprites/items/coin10")
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assets:addSprite("weapon", 16, 16)
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assets.sprites["weapon"]:newAnimation(1, 2, 0.1)
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assets.sprites["weapon"]:newAnimation(2, 2, 0.1)
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self.assets:addTileset("weapon", "assets/sprites/weapon")
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assets:addSprite("sparkle", 16, 16)
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assets.sprites["sparkle"]:newAnimation('1-5', 1, 0.08, 'pauseAtEnd')
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@ -92,12 +89,8 @@ function Level:loadSprites()
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self:loadCochonSprites("cochon")
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self:loadCochonSprites("bling-bling")
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assets:addSprite("block", 16, 16)
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assets.sprites["block"]:newAnimation(1, 1, 0.08)
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assets.sprites["block"]:newAnimation(2, 1, 0.08)
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assets.sprites["block"]:newAnimation(3, 1, 0.08)
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assets.sprites["block"]:newAnimation(4, 1, 0.08)
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assets.sprites["block"]:newAnimation(5, 1, 0.08)
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self.assets:addTileset("weapon", "assets/sprites/weapon")
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self.assets:addTileset("block", "assets/sprites/items/block")
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assets:addSprite("debris", 8, 8)
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assets.sprites["debris"]:newAnimation(1, 1, 0.08)
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@ -113,7 +113,7 @@ function PlayerManager:drawHUD(dt)
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end
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if (weapon ~= 0) and (weapon ~= nil) then
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assets.sprites["weapon"]:drawIcon(weapon,28,28,0,1,1,8,8)
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self.scene.assets.tileset["weapon"]:drawTile(weapon,28,28,0,1,1,8,8)
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end
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assets.progressbar["greenbar"]:draw("HP", 68, 14, 96, hp, "")
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assets.progressbar["bluebar"]:draw("MP", 68, 30, 96, mp, "")
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