fixed attack animation to match with range buffs
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dist/shattered_sword_assets/spritesheets/slice.png
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dist/shattered_sword_assets/spritesheets/slice.png
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@ -16,15 +16,19 @@ export default class Slice extends WeaponType {
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}
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}
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doAnimation(attacker: GameNode, direction: Vec2, extraRange:number,sliceSprite: AnimatedSprite): void {
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doAnimation(attacker: GameNode, direction: Vec2, extraRange:number,sliceSprite: AnimatedSprite): void {
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// Rotate this with the game node
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// TODO - need to rotate the anim properly
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//sliceSprite.rotation = attacker.rotation;
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//sliceSprite.rotation = (<Sprite>attacker).invertX? .5* Math.PI : 1.5 * Math.PI;
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sliceSprite.invertX = (<Sprite>attacker).invertX;
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//TODO-
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//TODO-
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//4 to scale up the default sprite - may be different later depending on atk anim
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//4 to scale up the default sprite - may be different later depending on atk anim
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sliceSprite.scaleX = 2*(1+extraRange); //might have to add extra range to y as well
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sliceSprite.scaleX = 2*(1+extraRange); //might have to add extra range to y as well
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sliceSprite.scaleY = 2;
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sliceSprite.scaleY = 2;
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// Rotate this with the game node
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// TODO - need to rotate the anim properly
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sliceSprite.rotation = attacker.rotation;
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sliceSprite.rotation = (<Sprite>attacker).invertX? .5* Math.PI : 1.5 * Math.PI;
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// Move the slice out from the player
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// Move the slice out from the player
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//scale = num of pixels between center of sprite and atk anim
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//scale = num of pixels between center of sprite and atk anim
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sliceSprite.position = attacker.position.clone().add(direction.scaled(32));
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sliceSprite.position = attacker.position.clone().add(direction.scaled(32));
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