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Not sure why beam behaves differently, but fixed its scaling.
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8192a6153d
commit
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1 changed files with 7 additions and 4 deletions
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@ -157,11 +157,11 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
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show: ->
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@hiding = false
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@updateAlpha()
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stop: ->
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@imageObject?.stop?()
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mark.stop() for name, mark of @marks
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play: ->
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@imageObject?.play?()
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mark.play() for name, mark of @marks
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@ -206,8 +206,11 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
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if @thang.width isnt @lastThangWidth or @thang.height isnt @lastThangHeight
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[@lastThangWidth, @lastThangHeight] = [@thang.width, @thang.height]
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bounds = @imageObject.getBounds()
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@imageObject.scaleX = @thang.width * Camera.PPM / bounds.width * @thangType.get('scale') ? 1
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@imageObject.scaleY = @thang.height * Camera.PPM * @options.camera.y2x / bounds.height * @thangType.get('scale') ? 1
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@imageObject.scaleX = @thang.width * Camera.PPM / bounds.width
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@imageObject.scaleY = @thang.height * Camera.PPM * @options.camera.y2x / bounds.height
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unless @thang.spriteName is 'Beam'
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@imageObject.scaleX *= @thangType.get('scale') ? 1
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@imageObject.scaleY *= @thangType.get('scale') ? 1
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return
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scaleX = if @getActionProp 'flipX' then -1 else 1
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scaleY = if @getActionProp 'flipY' then -1 else 1
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