make whip attack smoother when facing right (by doubling frames and manually coding interpolations)
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@@ -86,7 +86,7 @@ struct
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fun helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc) =
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let
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val attack =
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if attackHeld andalso not mainAttackPressed then MAIN_ATTACKING 1
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if attackHeld andalso not mainAttackPressed then MAIN_ATTACKING 0
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else MAIN_NOT_ATTACKING
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in
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W_MAIN_ATTACK_PRESSED (attackHeld andalso mainAttackPressed)
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@@ -484,9 +484,8 @@ struct
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fun getFieldVec (player: player, width, height) =
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case #mainAttack player of
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MAIN_ATTACKING amt =>
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MAIN_ATTACKING frame =>
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let
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val frame = amt div 2
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val {x, y, facing, ...} = player
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
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@@ -502,7 +501,7 @@ struct
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val boxes =
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case facing of
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FACING_RIGHT => Vector.sub (Whip.rightFrames, frame)
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| FACING_LEFT => Vector.sub (Whip.leftFrames, frame)
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| FACING_LEFT => Vector.sub (Whip.leftFrames, frame div 2)
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in
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helpGetWhipVec
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(x, y, wratio, 0.0, yOffset, 0, boxes, width, height, [])
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@@ -518,7 +517,7 @@ struct
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val boxes =
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case facing of
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FACING_RIGHT => Vector.sub (Whip.rightFrames, frame)
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| FACING_LEFT => Vector.sub (Whip.leftFrames, frame)
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| FACING_LEFT => Vector.sub (Whip.leftFrames, frame div 2)
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in
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helpGetWhipVec
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(x, y, hratio, xOffset, 0.0, 0, boxes, width, height, [])
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