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Damage increase, remove lines
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parent
52059d83d3
commit
7520798567
@ -42,7 +42,6 @@ impl CharacterBehavior for Data {
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if new_stage_time_active < self.buildup_duration {
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// If the player is pressing primary btn
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if data.inputs.primary.is_just_pressed() {
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println!("Failed");
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// They failed, go back to `Wielding`
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update.character = CharacterState::Wielding(wielding::Data { tool: self.tool });
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}
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@ -62,7 +61,7 @@ impl CharacterBehavior for Data {
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else if !self.stage_exhausted {
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// Swing hits
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data.updater.insert(data.entity, Attacking {
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base_damage: self.tool.base_damage,
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base_damage: self.tool.base_damage * (self.stage as u32 + 1),
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applied: false,
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hit_count: 0,
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});
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@ -85,7 +84,6 @@ impl CharacterBehavior for Data {
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{
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// Try to transition to next stage
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if data.inputs.primary.is_just_pressed() {
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println!("Transition");
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update.character = CharacterState::TimedCombo(Data {
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tool: self.tool,
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stage: self.stage + 1,
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@ -98,7 +96,6 @@ impl CharacterBehavior for Data {
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// Player didn't click this frame
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else {
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// Update state
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println!("Missed");
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update.character = CharacterState::TimedCombo(Data {
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tool: self.tool,
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stage: self.stage,
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@ -129,7 +126,6 @@ impl CharacterBehavior for Data {
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// Subtract energy on successful hit
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if let Some(attack) = data.attacking {
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if attack.applied && attack.hit_count > 0 {
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println!("Hit");
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data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(100, EnergySource::HitEnemy);
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}
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