Add enemies' dying faces
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1cc08a2241
commit
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@ -405,7 +405,7 @@ class Controls extends FlxActionSet
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switch (device)
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switch (device)
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{
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{
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case null:
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case null:
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// add all
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// add all
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#if (haxe >= "4.0.0")
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#if (haxe >= "4.0.0")
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for (gamepad in controls.gamepadsAdded)
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for (gamepad in controls.gamepadsAdded)
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if (!gamepadsAdded.contains(gamepad))
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if (!gamepadsAdded.contains(gamepad))
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@ -415,6 +415,7 @@ class Controls extends FlxActionSet
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if (gamepadsAdded.indexOf(gamepad) == -1)
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if (gamepadsAdded.indexOf(gamepad) == -1)
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gamepadsAdded.push(gamepad);
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gamepadsAdded.push(gamepad);
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#end
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#end
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mergeKeyboardScheme(controls.keyboardScheme);
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mergeKeyboardScheme(controls.keyboardScheme);
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@ -725,6 +725,8 @@ class PlayState extends MusicBeatState
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private var paused:Bool = false;
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private var paused:Bool = false;
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var startedCountdown:Bool = false;
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var startedCountdown:Bool = false;
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var canPause:Bool = true;
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var canPause:Bool = true;
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override public function update(elapsed:Float)
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override public function update(elapsed:Float)
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{
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{
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@ -783,7 +785,7 @@ class PlayState extends MusicBeatState
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iconP1.updateHitbox();
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iconP1.updateHitbox();
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iconP2.updateHitbox();
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iconP2.updateHitbox();
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var iconOffset:Int = 26;
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var iconOffset:Int = 26;
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iconP1.x = healthBar.x + (healthBar.width * (FlxMath.remapToRange(healthBar.percent, 0, 100, 100, 0) * 0.01) - iconOffset);
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iconP1.x = healthBar.x + (healthBar.width * (FlxMath.remapToRange(healthBar.percent, 0, 100, 100, 0) * 0.01) - iconOffset);
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@ -791,12 +793,19 @@ class PlayState extends MusicBeatState
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if (health > 2)
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if (health > 2)
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health = 2;
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health = 2;
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if (healthBar.percent < 20)
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if (healthBar.percent < 20)
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iconP1.animation.curAnim.curFrame = 1;
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iconP1.animation.curAnim.curFrame = 1;
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else
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else
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iconP1.animation.curAnim.curFrame = 0;
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iconP1.animation.curAnim.curFrame = 0;
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if (healthBar.percent > 80)
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iconP2.animation.curAnim.curFrame = Std.parseInt(curStage) + 1;
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else
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iconP2.animation.curAnim.curFrame = Std.parseInt(curStage);
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/* if (FlxG.keys.justPressed.NINE)
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/* if (FlxG.keys.justPressed.NINE)
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FlxG.switchState(new Charting()); */
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FlxG.switchState(new Charting()); */
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