fix: don't jump at minigame start
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70ed18202d
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e8e5ba9a76
3 changed files with 13 additions and 3 deletions
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@ -18,7 +18,7 @@ function PlayStyle:new(supportedLevels, missionfile)
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self:initMission()
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self:initMission()
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self:initCharacters()
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self:initCharacters()
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self:startLevel()
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self.haveStarted = false
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end
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end
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function PlayStyle:loadMissionFile(supportedLevels, missionfile)
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function PlayStyle:loadMissionFile(supportedLevels, missionfile)
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@ -44,7 +44,15 @@ function PlayStyle:getCharacterName(charID)
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end
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end
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function PlayStyle:update(dt)
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function PlayStyle:update(dt)
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PlayStyle.super.update(self, dt)
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if (self.haveStarted) then
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PlayStyle.super.update(self, dt)
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self:updatePauseMenus(dt)
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else
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self:startLevel()
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end
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end
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function PlayStyle:updatePauseMenus(dt)
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if self.menusystem.menus["pauseMenu"].isActive == false then
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if self.menusystem.menus["pauseMenu"].isActive == false then
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self.timer = self.timer + dt
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self.timer = self.timer + dt
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end
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end
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@ -68,6 +76,7 @@ function PlayStyle:update(dt)
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end
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end
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function PlayStyle:startLevel()
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function PlayStyle:startLevel()
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self.haveStarted = true
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self.world:loadMap()
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self.world:loadMap()
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--self.assets:playMusic()
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--self.assets:playMusic()
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end
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end
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@ -31,7 +31,7 @@ function Player:updateStart(dt)
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self:basicMovements()
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self:basicMovements()
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if self.keys["A"].isDown and (self.onGround) then
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if self.keys["A"].isPressed and (self.onGround) then
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self.zsp = 280*1.33
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self.zsp = 280*1.33
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end
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end
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@ -72,6 +72,7 @@ function menu.SceneWidget:new(scene, menuName, newScene, newSceneName, sceneArgu
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end
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end
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function menu.SceneWidget:action()
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function menu.SceneWidget:action()
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self.scene:flushKeys()
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if (self.sceneArgument ~= nil) then
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if (self.sceneArgument ~= nil) then
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self.newScene(self.sceneArgument)
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self.newScene(self.sceneArgument)
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else
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else
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