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Fixed some wizard positioning issues in multiplayer.
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2 changed files with 3 additions and 1 deletions
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@ -111,6 +111,8 @@ module.exports = class SpriteBoss extends CocoClass
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sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 52} else {x: 28, y: 28}
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else if opponent.levelSlug is 'dungeon-arena'
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sprite.targetPos = if opponent.team is 'ogres' then {x: 72, y: 39} else {x: 9, y: 39}
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else if opponent.levelSlug is 'criss-cross'
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sprite.targetPos = if opponent.team is 'ogres' then {x: 50, y: 12} else {x: 0, y: 40}
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else
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sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 28} else {x: 20, y: 28}
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@ -281,7 +281,7 @@ module.exports = class PlayLevelView extends View
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@surface.showLevel()
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if @otherSession
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# TODO: colorize name and cloud by team, colorize wizard by user's color config
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@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team')
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@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team'), levelSlug: @level.get('slug')
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@loadingView?.unveil()
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onLoadingViewUnveiled: (e) ->
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