we movin
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@ -109,6 +109,30 @@ for i = 4, 7 do -- go to the center
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end
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```
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Jumping Arrows Example
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```lua
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function stepHit (step)
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if step == 1 then
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setActorAccelerationY(100, 4)
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end
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if step == 3 then
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setActorAccelerationY(100, 5)
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end
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if step == 5 then
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setActorAccelerationY(100, 6)
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end
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if step == 7 then
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setActorAccelerationY(100, 7)
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end
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for i=4,7 do
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if getActorY(i) >= 100 then
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setActorY(100, i)
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setActorVelocityY(-100, i)
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end
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end
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end
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```
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### Available Hooks
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@ -376,10 +400,34 @@ Returns the angle for the sprite id
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Set's the x position for the sprite id
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##### setActorAccelerationX(int x, string/int id)
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Sets the x acceleration for the sprite id
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##### setActorDragX(int x, string/int id)
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Sets the x drag for the sprite id
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##### setActorVelocityX(int x, string/int id)
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Sets the x velocity for the sprite id
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##### setActorY(int y, string/int id)
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Set's the y position for the sprite id
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##### setActorAccelerationY(int y, string/int id)
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Sets the y acceleration for the sprite id
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##### setActorDragY(int y, string/int id)
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Sets the y drag for the sprite id
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##### setActorVelocityY(int y, string/int id)
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Sets the y velocity for the sprite id
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##### setActorAlpha(float alpha, string/int id)
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Set's the alpha for the sprite id
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@ -564,6 +564,18 @@ class ModchartState
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getActorByName(id).x = x;
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});
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Lua_helper.add_callback(lua,"setActorAccelerationX", function(x:Int,id:String) {
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getActorByName(id).acceleration.x = x;
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});
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Lua_helper.add_callback(lua,"setActorDragX", function(x:Int,id:String) {
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getActorByName(id).drag.x = x;
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});
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Lua_helper.add_callback(lua,"setActorVelocityX", function(x:Int,id:String) {
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getActorByName(id).velocity.x = x;
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});
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Lua_helper.add_callback(lua,"playActorAnimation", function(id:String,anim:String,force:Bool = false,reverse:Bool = false) {
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getActorByName(id).playAnim(anim, force, reverse);
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});
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@ -575,7 +587,19 @@ class ModchartState
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Lua_helper.add_callback(lua,"setActorY", function(y:Int,id:String) {
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getActorByName(id).y = y;
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});
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Lua_helper.add_callback(lua,"setActorAccelerationY", function(y:Int,id:String) {
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getActorByName(id).acceleration.y = y;
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});
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Lua_helper.add_callback(lua,"setActorDragY", function(y:Int,id:String) {
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getActorByName(id).drag.y = y;
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});
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Lua_helper.add_callback(lua,"setActorVelocityY", function(y:Int,id:String) {
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getActorByName(id).velocity.y = y;
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});
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Lua_helper.add_callback(lua,"setActorAngle", function(angle:Int,id:String) {
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getActorByName(id).angle = angle;
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});
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