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Range radii - renamed few variales for clarity
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2 changed files with 11 additions and 10 deletions
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@ -423,14 +423,15 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
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for property in allProps
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if m = property.match ".*Range$"
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if @thang[m[0]]? and @thang[m[0]] < 9001
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@ranges.push [m[0], @thang[m[0]]]
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@ranges.push
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name: m[0]
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radius: @thang[m[0]]
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@ranges = @ranges.sort((a, b) ->
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return a[1] < b[1]
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@ranges = @ranges.sort((range1, range2) ->
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return range1.radius < range2.radius
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)
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for range in @ranges
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@addMark range[0]
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@addMark range.name for range in @ranges
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@addMark('bounds').toggle true if @thang?.drawsBounds
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@addMark('shadow').toggle true unless @thangType.get('shadow') is 0
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@ -441,9 +442,9 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
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@marks.repair?.toggle @thang?.errorsOut
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if @selected
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@marks[range[0]].toggle true for range in @ranges
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@marks[range['name']].toggle true for range in @ranges
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else
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@marks[range[0]].toggle false for range in @ranges
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@marks[range['name']].toggle false for range in @ranges
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mark.update() for name, mark of @marks
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#@thang.effectNames = ['berserk', 'confuse', 'control', 'curse', 'fear', 'poison', 'paralyze', 'regen', 'sleep', 'slow', 'haste']
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@ -131,8 +131,8 @@ module.exports = class Mark extends CocoClass
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]
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# Find the index of this range, to find the next-smallest radius
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rangeNames = @sprite.ranges.map((value, index) ->
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value[0]
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rangeNames = @sprite.ranges.map((range, index) ->
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range['name']
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)
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i = rangeNames.indexOf(range)
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@ -148,7 +148,7 @@ module.exports = class Mark extends CocoClass
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# Cut out the hollow part if necessary
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if i+1 < @sprite.ranges.length
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@mark.graphics.arc 0, 0, @sprite.ranges[i+1][1], Math.PI*2, 0, true
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@mark.graphics.arc 0, 0, @sprite.ranges[i+1]['radius'], Math.PI*2, 0, true
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# Add perspective
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@mark.scaleY *= @camera.y2x
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