feat: add dash/run
This commit is contained in:
parent
34b409f423
commit
84af3076f2
7 changed files with 109 additions and 19 deletions
18
sonic-radiance.love/assets/sprites/gfx/dash.lua
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18
sonic-radiance.love/assets/sprites/gfx/dash.lua
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@ -0,0 +1,18 @@
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return {
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metadata = {
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width = 26,
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height = 44,
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defaultAnim = "default",
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ox = 0,
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oy = 22,
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},
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animations = {
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["default"] = {
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startAt = 1,
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endAt = 4,
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loop = 1,
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speed = 15,
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pauseAtEnd = false,
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},
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}
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}
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BIN
sonic-radiance.love/assets/sprites/gfx/dash.png
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BIN
sonic-radiance.love/assets/sprites/gfx/dash.png
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Binary file not shown.
After Width: | Height: | Size: 1.6 KiB |
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@ -1,6 +1,7 @@
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local PlayerActions = Object:extend()
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local PlayerActions = Object:extend()
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local BASE_SPEED = 120
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local BASE_SPEED = 120
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local RUN_FACTOR = 2.5
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local JMP_STRENGHT = 2.5
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local JMP_STRENGHT = 2.5
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local ACTIONS = {}
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local ACTIONS = {}
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@ -19,6 +20,26 @@ function PlayerActions:canDoAction(action)
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end
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end
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function PlayerActions:actionMove()
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function PlayerActions:actionMove()
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if (self.currentAction == "jumpdash" or self.currentAction == "run") then
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self.xsp, self.ysp = utils.math.lengthdir(BASE_SPEED * RUN_FACTOR, math.rad(self.charsetManager.angle[self.charDir]))
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self.xsp = -self.xsp
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if (utils.table.contain({"up", "down"}, self.charDir)) then
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if self.keys["left"].isDown then
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self.xsp = -BASE_SPEED
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end
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if self.keys["right"].isDown then
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self.xsp = BASE_SPEED
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end
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else
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if self.keys["up"].isDown then
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self.ysp = -BASE_SPEED
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end
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if self.keys["down"].isDown then
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self.ysp = BASE_SPEED
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end
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end
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else
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if self.keys["up"].isDown then
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if self.keys["up"].isDown then
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self.ysp = -BASE_SPEED
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self.ysp = -BASE_SPEED
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self.charDir = "up"
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self.charDir = "up"
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@ -36,13 +57,18 @@ function PlayerActions:actionMove()
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self.charDir = "right"
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self.charDir = "right"
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end
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end
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end
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end
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end
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function PlayerActions:actionJump()
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function PlayerActions:actionJump()
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if self.keys["B"].isPressed then
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if self.keys["B"].isPressed then
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if (self.onGround) then
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if (self.onGround) then
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self:goUpward(JMP_STRENGHT)
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self:goUpward(JMP_STRENGHT)
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self.assets.sfx["jump"]:play()
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self.assets.sfx["jump"]:play()
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if (self.currentAction == "run") then
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self.currentAction = "jumpdash"
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else
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self.currentAction = "jump"
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self.currentAction = "jump"
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end
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elseif (self.currentAction == "jump" and self:canDoAction("fly")) then
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elseif (self.currentAction == "jump" and self:canDoAction("fly")) then
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self.currentAction = "fly"
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self.currentAction = "fly"
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self.grav = 0
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self.grav = 0
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@ -70,8 +96,39 @@ function PlayerActions:actionSwitch()
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end
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end
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end
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end
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function PlayerActions:endJump()
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function PlayerActions:actionRun()
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if self.keys["C"].isDown then
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if (self:canDoAction("run")) then
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if (utils.table.contain({"run", "idle"}, self.currentAction)) then
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self.currentAction = "run"
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elseif (utils.table.contain({"jumpdash", "jump"}, self.currentAction)) then
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self.currentAction = "jumpdash"
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end
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end
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elseif (self.currentAction == "run") then
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self.currentAction = "idle"
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self.currentAction = "idle"
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elseif (self.currentAction == "jumpdash") then
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self.currentAction = "jump"
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end
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end
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function PlayerActions:endJump()
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if (self.currentAction == "jump") then
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self.currentAction = "idle"
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elseif (self.currentAction == "jumpdash") then
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self.currentAction = "run"
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end
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end
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function PlayerActions:drawActionEffect()
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if (((self.currentAction == "run") or (self.currentAction == "jumpdash")) and (self.xsp ~= 0 or self.ysp ~= 0)) then
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local dx, dy = utils.math.lengthdir(20, math.rad(self.charsetManager.angle[self.charDir]))
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if (self.charDir == "down") then
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dy = 8
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end
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local x, y = self.x + 8 - dx, self.y + 8 - self.z + dy
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self.assets.sprites["dash"]:drawAnimation(x, y, math.rad(self.charsetManager.angle[self.charDir]))
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end
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end
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end
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return PlayerActions
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return PlayerActions
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@ -1,7 +1,7 @@
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local PlayerCharset = Object:extend()
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local PlayerCharset = Object:extend()
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local ACTIONS_LARGEANIM = {"jump"}
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local ACTIONS_LARGEANIM = {"jump"}
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local ACTIONS_ISFAST = {"jump", "fly"}
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local ACTIONS_ISFAST = {"jump", "fly", "run", "jumpdash"}
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local ACTIONS_ALWAYSWALK = {"fly"}
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local ACTIONS_ALWAYSWALK = {"fly"}
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function PlayerCharset:initPlayerCharset()
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function PlayerCharset:initPlayerCharset()
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@ -17,7 +17,7 @@ end
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function PlayerCharset:getCharset()
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function PlayerCharset:getCharset()
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local charset = self.active.data.charset
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local charset = self.active.data.charset
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if (self.currentAction == "jump") then
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if (self.currentAction == "jump" or self.currentAction == "jumpdash") then
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charset = charset .. "-jump"
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charset = charset .. "-jump"
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elseif (self.currentAction == "fly") then
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elseif (self.currentAction == "fly") then
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charset = charset .. "-flight"
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charset = charset .. "-flight"
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@ -38,6 +38,7 @@ function Player:updateStart(dt)
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self:actionMove()
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self:actionMove()
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self:actionJump()
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self:actionJump()
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self:actionSwitch()
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self:actionSwitch()
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self:actionRun()
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self.world:getTileTypeAtPoint(self.x, self.y)
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self.world:getTileTypeAtPoint(self.x, self.y)
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@ -104,4 +105,9 @@ function Player:drawHUD(id)
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self:drawEmblems(self.scene:getEmblemsPosition(), 24)
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self:drawEmblems(self.scene:getEmblemsPosition(), 24)
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end
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end
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function Player:draw()
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Player.super.draw(self)
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self:drawActionEffect()
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end
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return Player
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return Player
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@ -9,6 +9,7 @@ return {
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{"cursorground", "assets/gui/cursor/ground"},
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{"cursorground", "assets/gui/cursor/ground"},
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{"hitGFX", "assets/sprites/gfx/hit"},
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{"hitGFX", "assets/sprites/gfx/hit"},
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{"encounter", "assets/sprites/encounter"},
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{"encounter", "assets/sprites/encounter"},
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{"dash", "assets/sprites/gfx/dash"},
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},
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},
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["textures"] = {
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["textures"] = {
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{"menucursor", "assets/gui/cursor-menulist.png"},
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{"menucursor", "assets/gui/cursor-menulist.png"},
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@ -4,6 +4,13 @@ local folder = "assets/sprites/charset/"
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local animation = {1, 2, 3, 2}
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local animation = {1, 2, 3, 2}
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local directionList = {"down", "right", "up", "left"}
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local directionList = {"down", "right", "up", "left"}
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local angle = {
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down = 270,
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right = 180,
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up = 90,
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left = 0
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}
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local CHARWIDTH = 38
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local CHARWIDTH = 38
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local CHARHEIGHT = 48
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local CHARHEIGHT = 48
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local FAST_BOOST = 2.5
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local FAST_BOOST = 2.5
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@ -22,6 +29,7 @@ function Charset:new(scene)
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end
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end
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self.currentFrame = 0
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self.currentFrame = 0
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self.fastFrame = 0
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self.fastFrame = 0
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self.angle = angle
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end
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end
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function Charset:update(dt)
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function Charset:update(dt)
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