Adjusted menu behvariour with entity and particle movement. adjusted player entity
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@ -65,27 +65,14 @@
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end
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function Player:Smart()
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-- light
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self.light.pos.x = self.pos.x-self.target_offset.x
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self.light.pos.y = self.pos.y-self.target_offset.y
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self:LightAdjust(-self.target_offset.x,-self.target_offset.y)
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if self.dashTimer <= 0 then
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if self.isOnGround then
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self.vel.x = self.vel.x * (1-self.groundFriction)
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else
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self.vel.x = self.vel.x * (1-self.airFriction)
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end
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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if Keybind:CheckDown(Keybind.move.left) then
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self.move_x = -self.moveSpeed
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elseif Keybind:CheckDown(Keybind.move.right) then
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self.move_x = self.moveSpeed
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else
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self.move_x = 0
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end
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self.vel.x = self.vel.x
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if Keybind:CheckDown(Keybind.move.jump) then
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if self.coyoteValue > 0 then
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@ -128,6 +115,14 @@ function Player:Smart()
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end
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function Player:DoPhysics()
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if self.dashTimer <= 0 then
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if self.isOnGround then
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self.vel.x = self.vel.x * (1-self.groundFriction)
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else
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self.vel.x = self.vel.x * (1-self.airFriction)
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end
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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end
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-- reset state
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self.isOnGround = false
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-- adjust timers
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@ -202,4 +197,5 @@ function Player:HandleAnimation()
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if self.dashCount > 0 then
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self:Draw(self.mask)
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end
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self.move_x = 0
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end
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@ -49,8 +49,10 @@ function Entity:CollisionMove()
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end
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end
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function Entity:LightAdjust()
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function Entity:LightAdjust(x,y)
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if self.light ~= nil then
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local x = x or 0
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local y = y or 0
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self.light.pos.x = self.pos.x
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self.light.pos.y = self.pos.y
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end
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@ -2,17 +2,23 @@ function GameStep()
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if menu_type == "no" then
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for _, particle in pairs(LoadedParticles) do
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particle:Smart()
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particle:DoPhysics()
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end
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for _, enty in pairs(LoadedEntities) do
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enty:Smart()
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enty:DoPhysics()
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end
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AnimateTiles()
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Camera:positionCenterAt(main_Player.pos.x, main_Player.pos.y)
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--camera:positionAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
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end
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for _, particle in pairs(LoadedParticles) do
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particle:DoPhysics()
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end
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for _, enty in pairs(LoadedEntities) do
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enty:DoPhysics()
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end
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AnimateTiles()
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Camera:positionCenterAt(main_Player.pos.x, main_Player.pos.y)
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--camera:positionAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
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if Keybind:HasPressed(Keybind.debug.debug) then
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if debug then
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debug = false
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