Added covers, cross-fade
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0f2b2e55af
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@@ -13,6 +13,7 @@ namespace ZL {
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extern float x;
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extern float y;
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const float ATTACK_RANGE = 1.25f;
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const float VISIBLE_RANGE = 6.f;
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void Character::loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile) {
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auto& data = animations[state];
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@@ -180,7 +181,7 @@ void Character::update(int64_t deltaMs) {
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if (attackTarget != nullptr)
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{
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float distToGhost = (attackTarget->position - position).norm();
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if (distToGhost >= 10.f)
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if (distToGhost >= VISIBLE_RANGE)
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{
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if (isPlayer)
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{
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@@ -189,7 +190,7 @@ void Character::update(int64_t deltaMs) {
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battle_state = 0;
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}
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else if (distToGhost < 10.0f && distToGhost >= ATTACK_RANGE) {
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else if (distToGhost < VISIBLE_RANGE && distToGhost >= ATTACK_RANGE) {
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setTarget(attackTarget->position);
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battle_state = 0;
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}
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@@ -721,6 +722,9 @@ void Character::drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightF
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hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
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}
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renderer.RenderUniform1f("uAlpha", 1.0f);
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glDisable(GL_BLEND);
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if (!isPlayer && hp <= 0)
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{
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return;
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