swing adjustment. :)
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@ -113,10 +113,11 @@ function Player:Smart()
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if self.dashCooldownTimer == 0
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if self.dashCooldownTimer == 0
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and not self.isDashing
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and not self.isDashing
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and self.dashCount > 0 then
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and self.dashCount > 0 then
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self:Unhook()
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-- state player
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-- state player
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self.dashCount = self.dashCount - 1
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self.isDashing = true
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self.isDashing = true
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self.dashCount = self.dashCount - 1
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-- get dash direction
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-- get dash direction
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local vertical = 0
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local vertical = 0
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@ -142,7 +143,7 @@ function Player:Smart()
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if Keybind:CheckPressed(Keybind.move.hook) then
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if Keybind:CheckPressed(Keybind.move.hook) then
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if self.isHooked then
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if self.isHooked then
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self.isHooked = false
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self:Unhook()
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else
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else
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local anchor = self:CheckNearest("decoration",self.hookDistance)
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local anchor = self:CheckNearest("decoration",self.hookDistance)
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if anchor then
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if anchor then
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@ -207,6 +208,8 @@ function Player:DoPhysics()
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}
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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Particle:New(self.pos.x,self.pos.y,particle_data)
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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if Keybind:CheckDown(Keybind.move.right) then hook_angle = hook_angle - math.rad(0.05) end
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if Keybind:CheckDown(Keybind.move.left) then hook_angle = hook_angle + math.rad(0.05) end
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local pos_x = self.hookAnchor.x + self.hookedDistance * math.cos(hook_angle)
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local pos_x = self.hookAnchor.x + self.hookedDistance * math.cos(hook_angle)
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local pos_y = self.hookAnchor.y + self.hookedDistance * math.sin(hook_angle)
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local pos_y = self.hookAnchor.y + self.hookedDistance * math.sin(hook_angle)
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self.vel.x = self.vel.x + pos_x - self.pos.x
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self.vel.x = self.vel.x + pos_x - self.pos.x
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@ -292,3 +295,8 @@ function Player:HandleAnimation()
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end
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end
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self.move_x = 0
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self.move_x = 0
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end
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end
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function Player:Unhook()
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self.isHooked = false
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self.hookAnchor = nil
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end
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@ -5,7 +5,11 @@ return {
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darkness = false
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darkness = false
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},
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},
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tiles = {
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tiles = {
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{ 1, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 1},
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{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{ 1, 4, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{ 1, 4, 0, 0, 0, 2, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 1},
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{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
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{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
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{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
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{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
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{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
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{ 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1},
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68
to_do.txt
68
to_do.txt
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@ -1,68 +0,0 @@
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(*) Ideas
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( ) DO FLIES
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( ) DO UI
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( ) DO DAMAGE TO PLAYER
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( ) Visual design
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(~) Multicolor palette depending on area, with 3 main colors
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(X) Library: Gold #fed100
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( )
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( ) Dialog
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( ) Fonts
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( ) Characters
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( ) Level design
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( ) Enemy design
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( ) Gameplay design
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( ) Level design
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( ) Mechanic design
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( ) Entity design
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(~) FAIRY
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(X) basic movement
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(X) Fairy particles~~
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( ) more intelligent movement
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( ) avoid getting stuck to walls
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( ) Playtest tools
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( ) Technical design
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(?) Input
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(X) ADDED KEYBINDS
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( )
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(?) Draw
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(X) REHANDLE ANIMATIONS
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(X) MAKE LIGHTING SYSTEM
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(X) Pixel perfect entity drawing
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( ) Pixel perfect lights
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(?) Player
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(X) MASKS FUNCTIONALITY
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( )
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(?) Physics
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(X) MAKE PHYSICS CONSISTENT
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(X) MAKE HITBOXES
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(X) PHYSICS BY FRAME
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(X) DEACTIVATE ARROWS WHEN STUCK
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( )
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(~) Dialog
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(X) Object and Basics
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( ) Fix font and align problems
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( ) Implement portrait
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(X) Translating framework
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( ) Debug tools
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( ) Audio and BGM
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(~) REMAKE LEVEL EDITOR
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(~) ADD WAY TO EDIT A LEVEL (EDITOR MODE)
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(X) SHOW PALETTE
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(X) PICK UP TILE FROM PALETTE
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(X) PLACE PICKED UP TILE
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( ) WAY TO INSERT ENTITIES IN THE LEVEL
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(X) ADD WAY TO SAVE A LEVEL
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( ) Narrative design
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( ) Dialog
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( ) Characters
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( ) Area design
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( ) Translations
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( ) SPA "es_ES"
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( ) ENG "en_UK"
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( ) CAT "ca_ES"
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( ) HEON "Myrheonian"
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