standardize keyboard-based FlxCamera movement
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@@ -16,5 +16,7 @@ import data.blades.ScenData;
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import data.blades.Scenario;
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import data.blades.TileMap;
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using kiss_flixel.CameraTools;
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@:build(kiss.Kiss.build())
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class BladesMapState extends FlxState {}
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@@ -78,16 +78,10 @@
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// F1 to toggle fullscreen:
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(when FlxG.keys.justPressed.F1
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(set FlxG.fullscreen !FlxG.fullscreen))
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(let [&mut cameraMovement (new FlxVector 0 0)]
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(when (or (= 0 FlxG.mouse.screenX) FlxG.keys.pressed.LEFT)
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(set cameraMovement.x -1))
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(when (or (= 0 FlxG.mouse.screenY) FlxG.keys.pressed.UP)
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(set cameraMovement.y -1))
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(when (or (= (- FlxG.width 1) FlxG.mouse.screenX) FlxG.keys.pressed.RIGHT)
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(set cameraMovement.x 1))
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(when (or (= (- FlxG.height 1) FlxG.mouse.screenY) FlxG.keys.pressed.DOWN)
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(set cameraMovement.y 1))
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(set cameraMovement (cameraMovement.truncate 1))
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(set cameraMovement (cameraMovement.scale (* elapsed CAMERA_SPEED)))
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(set FlxG.camera.scroll (FlxG.camera.scroll.add cameraMovement.x cameraMovement.y))))
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(FlxG.camera.updateKeyControl
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elapsed
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CAMERA_SPEED
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->{FlxG.keys.pressed.LEFT}
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->{FlxG.keys.pressed.RIGHT}
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->{FlxG.keys.pressed.UP}
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->{FlxG.keys.pressed.DOWN}))
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