add jumping/falling sprites when player is facing right (todo: add sprites mirrored to face left)
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@@ -68,9 +68,33 @@ struct
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end
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| STAY_STILL => getIdle (player, rx, ry, dw, dh, ww, wh)
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fun getWhenJumping (player, amt, rx, ry, dw, dh, ww, wh) =
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if amt < 3 then
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PlayerJumpRight1.lerp
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(rx, ry, dw, dh, ww, wh, 1.0, 1.0, 1.0)
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else if amt < 6 then
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PlayerJumpRight2.lerp
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(rx, ry, dw, dh, ww, wh, 1.0, 1.0, 1.0)
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else if amt < 9 then
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PlayerJumpRight3.lerp
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(rx, ry, dw, dh, ww, wh, 1.0, 1.0, 1.0)
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else if amt < 12 then
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PlayerJumpRight4.lerp
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(rx, ry, dw, dh, ww, wh, 1.0, 1.0, 1.0)
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else
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PlayerJumpRight5.lerp
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(rx, ry, dw, dh, ww, wh, 1.0, 1.0, 1.0)
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fun getWhenFalling (player, rx, ry, dw, dh, ww, wh) =
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PlayerJumpRight5.lerp
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(rx, ry, dw, dh, ww, wh, 1.0, 1.0, 1.0)
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fun getWhenNotAttacked (player, rx, ry, dw, dh, ww, wh) =
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case #yAxis player of
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ON_GROUND => getWhenOnGround (player, rx, ry, dw, dh, ww, wh)
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| JUMPING amt => getWhenJumping (player, amt, rx, ry, dw, dh, ww, wh)
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| FALLING => getWhenFalling (player, rx, ry, dw, dh, ww, wh)
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| FLOATING _ => getWhenFalling (player, rx, ry, dw, dh, ww, wh)
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| _ => PlayerStandingRight.lerp (rx, ry, dw, dh, ww, wh, 1.0, 1.0, 1.0)
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fun getWhenAttacked (player, amt, rx, ry, dw, dh, ww, wh) =
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