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https://github.com/nacabaro/vbhelper.git
synced 2026-06-05 22:02:54 +00:00
Fixed player attack sprite on enemy screen.
Was showing enemy attack sprite.
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parent
eff2fadb55
commit
c8690152bc
@ -185,7 +185,8 @@ fun BattleScreen(
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stage = stage,
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stage = stage,
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opponentName = opponentName,
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opponentName = opponentName,
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attackAnimationProgress = battleSystem.attackProgress,
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attackAnimationProgress = battleSystem.attackProgress,
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activeCharacter = opponentCharacter
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activeCharacter = opponentCharacter,
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playerCharacter = activeCharacter
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)
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)
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}
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}
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}
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}
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@ -430,7 +431,8 @@ fun OpponentBattleView(
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stage: String,
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stage: String,
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opponentName: String,
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opponentName: String,
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attackAnimationProgress: Float,
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attackAnimationProgress: Float,
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activeCharacter: APIBattleCharacter? = null
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activeCharacter: APIBattleCharacter? = null,
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playerCharacter: APIBattleCharacter? = null
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) {
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) {
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Column(
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Column(
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modifier = Modifier
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modifier = Modifier
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@ -469,10 +471,17 @@ fun OpponentBattleView(
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else -> 0.dp
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else -> 0.dp
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}
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}
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// Use correct character ID based on attack phase
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val characterId = when (battleSystem.attackPhase) {
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2 -> playerCharacter?.charaId ?: "dim011_mon01" // Use player's character ID for player attack
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3 -> activeCharacter?.charaId ?: "dim011_mon01" // Use opponent's character ID for opponent attack
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else -> "dim011_mon01"
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}
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println("OpponentBattleView - Attack sprite - Phase: ${battleSystem.attackPhase}, Progress: $attackAnimationProgress, X Offset: $xOffset, CurrentView: ${battleSystem.currentView}")
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println("OpponentBattleView - Attack sprite - Phase: ${battleSystem.attackPhase}, Progress: $attackAnimationProgress, X Offset: $xOffset, CurrentView: ${battleSystem.currentView}")
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AttackSpriteImage(
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AttackSpriteImage(
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characterId = activeCharacter?.charaId ?: "dim011_mon01",
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characterId = characterId,
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isLarge = true,
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isLarge = true,
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modifier = Modifier
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modifier = Modifier
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.size(60.dp)
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.size(60.dp)
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@ -480,7 +489,7 @@ fun OpponentBattleView(
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x = xOffset,
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x = xOffset,
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y = 0.dp
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y = 0.dp
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)
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)
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.scale(if (battleSystem.isPlayerAttacking) -1f else 1f, 1f), // Flip player attacks
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.scale(if (battleSystem.attackPhase == 2) -1f else 1f, 1f), // Flip player attacks only
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contentScale = ContentScale.Fit
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contentScale = ContentScale.Fit
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)
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)
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}
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}
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