Fix animation bug
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@@ -20,46 +20,49 @@
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(set up (set down false)))
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(when (and left right)
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(set left (set right false)))
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(when (or up down left right)
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(deflocal &mut :Float newAngle 0)
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(cond
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(up
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(set newAngle -90)
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(if (or up down left right)
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(let [&mut :Float newAngle 0]
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(cond
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(up
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(set newAngle -90)
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(cond
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(left
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(set newAngle (- newAngle 45)))
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(right
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(set newAngle (+ newAngle 45))))
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(set facing FlxObject.UP))
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(down
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(set newAngle 90)
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(cond
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(left
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(set newAngle (+ newAngle 45)))
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(right
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(set newAngle (- newAngle 45))))
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(set facing FlxObject.DOWN))
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(left
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(set newAngle (- newAngle 45)))
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(set newAngle 180)
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(set facing FlxObject.LEFT))
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(right
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(set newAngle (+ newAngle 45))))
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(set facing FlxObject.UP))
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(down
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(set newAngle 90)
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(cond
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(left
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(set newAngle (+ newAngle 45)))
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(right
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(set newAngle (- newAngle 45))))
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(set facing FlxObject.DOWN))
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(left
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(set newAngle 180)
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(set facing FlxObject.LEFT))
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(right
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(set newAngle 0)
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(set facing FlxObject.RIGHT)))
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(velocity.set SPEED 0)
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(velocity.rotate (FlxPoint.weak 0 0) newAngle)))
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(set newAngle 0)
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(set facing FlxObject.RIGHT)))
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(velocity.set SPEED 0)
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(velocity.rotate (FlxPoint.weak 0 0) newAngle))
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(when animation.curAnim
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(set animation.curAnim.curFrame 0)
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(animation.curAnim.pause)))
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// TODO != is not implemented. Not sure how it would work as a variadic, because other
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// Lisps don't have that either
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(when !(and (= 0 velocity.x) (= 0 velocity.y))
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(case facing
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((or FlxObject.LEFT FlxObject.RIGHT)
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(animation.play "lr"))
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(FlxObject.UP
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(animation.play "u"))
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(FlxObject.DOWN
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(animation.play "d"))
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(otherwise
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(return))))
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(return))
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(when !(and (= 0 velocity.x) (= 0 velocity.y))
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(case facing
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((or FlxObject.LEFT FlxObject.RIGHT)
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(animation.play "lr"))
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(FlxObject.UP
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(animation.play "u"))
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(FlxObject.DOWN
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(animation.play "d"))
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(otherwise
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(return))))
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(return)))
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(defmethod &override update [:Float elapsed]
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(updateMovement)
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