multiply defeatedSize by ratio to ensure that pellets change size along with other objects when window is resized
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@@ -279,7 +279,7 @@ struct
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(* defeated enemy constants *)
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(* defeated enemy constants *)
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val defeatedPi = Real32.Math.pi / 180.0
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val defeatedPi = Real32.Math.pi / 180.0
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val defeatedSize = 7.0
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val defeatedSize = 9.0
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val defeatedDistance = 13.0
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val defeatedDistance = 13.0
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(* timing variables; always start at 0,
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(* timing variables; always start at 0,
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@@ -779,6 +779,8 @@ struct
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val pelletY = ((Real32.Math.sin angle) * defeatedDistance) + playerY
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val pelletY = ((Real32.Math.sin angle) * defeatedDistance) + playerY
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val pelletY = pelletY * ratio + yOffset
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val pelletY = pelletY * ratio + yOffset
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val defeatedSize = defeatedSize * ratio
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val vec = Field.lerp
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val vec = Field.lerp
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( pelletX
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( pelletX
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, pelletY
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, pelletY
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