Fix player hat facing direction on walk and preserve facing after key release
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@@ -60,9 +60,9 @@ class Game {
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score:0, streak:0, maxStreak:0, correct:0, wrong:0,
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answering:false, introStep:0, twTimer:null,
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/* map movement */
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playerX:15, playerY:42, /* % of map-world */
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playerX:15, playerY:42,
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npcX:72, npcY:38,
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moving:false, walkDir:'',
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moving:false, walkDir:'', lastDir:'right',
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/* battle cursor */
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cursor:0,
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};
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@@ -164,7 +164,11 @@ class Game {
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this._walkLoop = null;
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if (this.state.screen === 'map') {
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const p = document.getElementById('map-player');
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if (p) { p.className = 'map-player idle'; }
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if (p) {
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p.className = 'map-player idle';
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/* keep facing the last direction moved */
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p.style.transform = this.state.lastDir === 'right' ? 'scaleX(-1)' : 'scaleX(1)';
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}
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}
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}
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@@ -183,6 +187,7 @@ class Game {
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this.state.playerX = nx;
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this.state.playerY = ny;
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this.state.lastDir = dir;
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const p = document.getElementById('map-player');
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if (p) {
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@@ -90,8 +90,8 @@ html, body {
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@keyframes wrongShake { 0%,100%{transform:translateX(0)}25%{transform:translateX(-5px)}75%{transform:translateX(5px)} }
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@keyframes npcFloat { 0%,100%{transform:translateY(0)}50%{transform:translateY(-8px)} }
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@keyframes treeSway { 0%,100%{transform:rotate(-2deg)}50%{transform:rotate(2deg)} }
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@keyframes walkLeft { 0%,100%{transform:scaleX(-1) translateY(0)}50%{transform:scaleX(-1) translateY(-4px)} }
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@keyframes walkRight { 0%,100%{transform:scaleX(1) translateY(0)}50%{transform:scaleX(1) translateY(-4px)} }
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@keyframes walkLeft { 0%,100%{transform:scaleX(1) translateY(0)}50%{transform:scaleX(1) translateY(-4px)} }
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@keyframes walkRight { 0%,100%{transform:scaleX(-1) translateY(0)}50%{transform:scaleX(-1) translateY(-4px)} }
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@keyframes walkUp { 0%,100%{transform:translateY(0)}50%{transform:translateY(-4px)} }
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@keyframes walkDown { 0%,100%{transform:translateY(0)}50%{transform:translateY(4px)} }
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@keyframes dpadPress { 0%{transform:scale(1)}50%{transform:scale(.88)}100%{transform:scale(1)} }
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