fix: hurt animation
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f72d2968d1
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abebaf2615
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@ -210,13 +210,65 @@
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"name": "HURT",
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"repeat": false,
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"frames": [
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 500
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"duration": 5
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},
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{
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"index": 39,
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"duration": 500
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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}
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]
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},
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@ -200,15 +200,63 @@
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},
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{
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"name": "HURT",
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"repeat": true,
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"repeat": false,
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"frames": [
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{
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"index": 0,
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"duration": 50
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"duration": 5
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},
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{
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"index": 39,
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"duration": 50
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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},
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{
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"index": 0,
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"duration": 5
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},
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{
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"index": 39,
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"duration": 5
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}
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]
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},
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@ -112,10 +112,10 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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activate(options: Record<string, any>): void { }
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damage(damage: number): void {
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console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
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this.CURRENT_HP -= damage;
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//TODO -
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this.owner.animation.play("HURT",false);
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console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
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// If we're low enough, add Low Health status to enemy
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if (this.CURRENT_HP <= Math.floor(this.maxHealth/2)) {
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@ -121,8 +121,8 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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this.CURRENT_SHIELD = newshield; //update shield value
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}
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else{
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//console.log("hurt anim");
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(<AnimatedSprite>this.owner).animation.play("HURT" );
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console.log("hurt anim");
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(<AnimatedSprite>this.owner).animation.play("HURT", false);
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this.CURRENT_HP -= damage;
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if(this.CURRENT_HP <= 0){
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(<AnimatedSprite>this.owner).animation.play("DYING");
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@ -7,20 +7,25 @@ export default class Fall extends InAir {
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owner: AnimatedSprite;
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onEnter(options: Record<string, any>): void {
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this.owner.animation.play("FALL", true);
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// this.owner.animation.play("FALL", true);
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}
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update(deltaT: number): void {
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super.update(deltaT);
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if (this.parent.invincible) {
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this.owner.animation.playIfNotAlready("HURT");
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}
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else {
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this.owner.animation.playIfNotAlready("FALL", true);
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}
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//TODO - testing doublejump, may have to move to InAir instead
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// If we jump, move to the Jump state, give a burst of upwards velocity
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if( this.parent.airjumps>0 && InputWrapper.isJumpJustPressed()){
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this.parent.airjumps --;
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this.finished("jump");
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this.parent.velocity.y = -600; // basically jump height
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}
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super.update(deltaT);
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}
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onExit(): Record<string, any> {
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this.owner.animation.stop();
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@ -11,9 +11,13 @@ export default class Idle extends OnGround {
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update(deltaT: number): void {
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if (this.parent.invincible) {
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this.owner.animation.playIfNotAlready("HURT");
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}
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else {
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this.owner.animation.playIfNotAlready("IDLE", true);
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}
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let dir = this.getInputDirection();
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@ -17,9 +17,13 @@ export default class Jump extends InAir {
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update(deltaT: number): void {
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super.update(deltaT);
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if (this.parent.invincible) {
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this.owner.animation.playIfNotAlready("HURT");
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}
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else {
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this.owner.animation.playIfNotAlready("JUMP", true);
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}
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this.owner.animation.play("JUMP", true);
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if(this.owner.onCeiling){
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this.parent.velocity.y = 0;
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@ -38,6 +42,7 @@ export default class Jump extends InAir {
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if(this.parent.velocity.y >= 0){
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this.finished(PlayerStates.FALL);
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}
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super.update(deltaT);
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}
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onExit(): Record<string, any> {
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@ -1,6 +1,8 @@
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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
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import Game from "../../../Wolfie2D/Loop/Game";
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import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
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import { GameState } from "../../sword_enums";
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import InputWrapper from "../../Tools/InputWrapper";
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import PlayerState from "./PlayerState";
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@ -31,7 +33,7 @@ export default class OnGround extends PlayerState {
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this.parent.velocity.y = -600; // basically jump height
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}
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else if(!this.owner.onGround){
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else if(!this.owner.onGround && InputWrapper.getState() === GameState.GAMING){
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this.finished("fall");
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}
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super.update(deltaT);
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@ -9,12 +9,17 @@ export default class Walk extends OnGround {
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onEnter(options: Record<string, any>): void {
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this.parent.speed = this.parent.MIN_SPEED;
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}
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update(deltaT: number): void {
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console.log("walking anim");
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if (this.parent.invincible) {
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this.owner.animation.playIfNotAlready("HURT");
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}
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else {
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this.owner.animation.playIfNotAlready("WALK", true);
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}
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let dir = this.getInputDirection();
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