2023-11-07 09:04:22 +00:00
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package funkin.ui.freeplay;
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2022-09-27 08:37:42 +00:00
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import flixel.FlxSprite;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.group.FlxGroup;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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2023-08-06 20:24:34 +00:00
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import flixel.tweens.FlxTween;
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import flixel.tweens.FlxEase;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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import funkin.graphics.adobeanimate.FlxAtlasSprite;
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2022-09-27 08:37:42 +00:00
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2023-08-07 02:54:55 +00:00
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class LetterSort extends FlxTypedSpriteGroup<FlxSprite>
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{
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public var letters:Array<FreeplayLetter> = [];
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// starts at 2, cuz that's the middle letter on start (accounting for fav and #, it should begin at ALL filter)
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var curSelection:Int = 2;
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public var changeSelectionCallback:String->Void;
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var leftArrow:FlxSprite;
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var rightArrow:FlxSprite;
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var grpSeperators:Array<FlxSprite> = [];
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public var inputEnabled:Bool = true;
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public function new(x, y)
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{
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super(x, y);
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leftArrow = new FlxSprite(-20, 15).loadGraphic(Paths.image("freeplay/miniArrow"));
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// leftArrow.animation.play("arrow");
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leftArrow.flipX = true;
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add(leftArrow);
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for (i in 0...5)
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{
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var letter:FreeplayLetter = new FreeplayLetter(i * 80, 0, i);
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letter.x += 50;
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letter.y += 50;
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// letter.visible = false;
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add(letter);
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letters.push(letter);
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if (i != 2) letter.scale.x = letter.scale.y = 0.8;
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var darkness:Float = Math.abs(i - 2) / 6;
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letter.color = letter.color.getDarkened(darkness);
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// don't put the last seperator
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if (i == 4) continue;
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2024-04-17 01:11:56 +00:00
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var sep:FlxSprite = new FlxSprite((i * 80) + 60, 20).loadGraphic(Paths.image("freeplay/seperator"));
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// sep.animation.play("seperator");
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sep.color = letter.color.getDarkened(darkness);
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add(sep);
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grpSeperators.push(sep);
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}
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rightArrow = new FlxSprite(380, 15).loadGraphic(Paths.image("freeplay/miniArrow"));
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// rightArrow.animation.play("arrow");
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add(rightArrow);
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changeSelection(0);
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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if (inputEnabled)
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{
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if (FlxG.keys.justPressed.E) changeSelection(1);
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if (FlxG.keys.justPressed.Q) changeSelection(-1);
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}
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}
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public function changeSelection(diff:Int = 0):Void
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{
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doLetterChangeAnims(diff);
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var multiPosOrNeg:Float = diff > 0 ? 1 : -1;
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// if we're moving left (diff < 0), we want control of the right arrow, and vice versa
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var arrowToMove:FlxSprite = diff < 0 ? leftArrow : rightArrow;
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arrowToMove.offset.x = 3 * multiPosOrNeg;
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new FlxTimer().start(2 / 24, function(_) {
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arrowToMove.offset.x = 0;
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});
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}
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/**
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* Buncho timers and stuff to move the letters and seperators
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* Seperated out so we can call it again on letters with songs within them
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* @param diff
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*/
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function doLetterChangeAnims(diff:Int):Void
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{
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var ezTimer:Int->FlxSprite->Float->Void = function(frameNum:Int, spr:FlxSprite, offsetNum:Float) {
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new FlxTimer().start(frameNum / 24, function(_) {
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spr.offset.x = offsetNum;
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});
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};
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var positions:Array<Float> = [-10, -22, 2, 0];
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// if we're moving left, we want to move the positions the same amount, but negative direciton
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var multiPosOrNeg:Float = diff > 0 ? 1 : -1;
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for (sep in grpSeperators)
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{
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ezTimer(0, sep, positions[0] * multiPosOrNeg);
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ezTimer(1, sep, positions[1] * multiPosOrNeg);
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ezTimer(2, sep, positions[2] * multiPosOrNeg);
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ezTimer(3, sep, positions[3] * multiPosOrNeg);
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}
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for (index => letter in letters)
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{
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letter.offset.x = positions[0] * multiPosOrNeg;
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new FlxTimer().start(1 / 24, function(_) {
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letter.offset.x = positions[1] * multiPosOrNeg;
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if (index == 0) letter.visible = false;
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});
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new FlxTimer().start(2 / 24, function(_) {
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letter.offset.x = positions[2] * multiPosOrNeg;
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if (index == 0.) letter.visible = true;
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});
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if (index == 2)
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{
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ezTimer(3, letter, 0);
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// letter.offset.x = 0;
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continue;
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}
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ezTimer(3, letter, positions[3] * multiPosOrNeg);
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}
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curSelection += diff;
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if (curSelection < 0) curSelection = letters[0].regexLetters.length - 1;
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if (curSelection >= letters[0].regexLetters.length) curSelection = 0;
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for (letter in letters)
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letter.changeLetter(diff, curSelection);
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if (changeSelectionCallback != null) changeSelectionCallback(letters[2].regexLetters[letters[2].curLetter]); // bullshit and long lol!
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}
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}
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/**
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* The actual FlxAtlasSprite for the letters, with their animation code stuff and regex stuff
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*/
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class FreeplayLetter extends FlxAtlasSprite
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{
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/**
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* A preformatted array of letter strings, for use when doing regex
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* ex: ['A-B', 'C-D', 'E-H', 'I-L' ...]
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*/
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public var regexLetters:Array<String> = [];
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/**
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* A preformatted array of the letters, for use when accessing symbol animation info
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* ex: ['AB', 'CD', 'EH', 'IL' ...]
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*/
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public var animLetters:Array<String> = [];
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/**
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* The current letter in the regexLetters array this FreeplayLetter is on
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*/
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public var curLetter:Int = 0;
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public function new(x:Float, y:Float, ?letterInd:Int)
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{
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super(x, y, Paths.animateAtlas("freeplay/sortedLetters"));
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// this is used for the regex
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// /^[OR].*/gi doesn't work for showing the song Pico, so now it's
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// /^[O-R].*/gi ant it works for displaying Pico
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// https://regex101.com/r/bWFPfS/1
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// we split by underscores, simply for nice lil convinience
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var alphabet:String = 'A-B_C-D_E-H_I-L_M-N_O-R_S_T_U-Z';
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regexLetters = alphabet.split('_');
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regexLetters.insert(0, 'ALL');
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regexLetters.insert(0, 'fav');
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regexLetters.insert(0, '#');
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// the symbols from flash don't have dashes, so we clean this up for use with animations
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// (we don't need to re-export, rule of thumb is to accomodate files named in flash from dave
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// until we get him programming classes (and since i cant find the .fla file....))
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animLetters = regexLetters.map(animLetter -> animLetter.replace('-', ''));
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if (letterInd != null)
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{
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this.anim.play(animLetters[letterInd] + " move");
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this.anim.pause();
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curLetter = letterInd;
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}
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}
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/**
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* Changes the letter graphic/anim, used in the LetterSort class above
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* @param diff -1 or 1, to go left or right in the animation array
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* @param curSelection what the current letter selection is, to play the bouncing anim if it matches the current letter
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*/
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public function changeLetter(diff:Int = 0, ?curSelection:Int):Void
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{
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curLetter += diff;
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if (curLetter < 0) curLetter = regexLetters.length - 1;
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if (curLetter >= regexLetters.length) curLetter = 0;
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var animName:String = animLetters[curLetter] + ' move';
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switch (animLetters[curLetter])
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{
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case "IL":
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animName = "IL move";
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case "s":
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animName = "S move";
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case "t":
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animName = "T move";
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}
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this.anim.play(animName);
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if (curSelection != curLetter)
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{
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this.anim.pause();
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}
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// updateHitbox();
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}
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}
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