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Adjusted dodge trigger.
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@ -116,8 +116,8 @@ fun BattleScreen(
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progress += 0.016f // 60 FPS
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battleSystem.setAttackProgress(progress)
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// Trigger animation when attack reaches the enemy (around 55% progress for enemy dodge)
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if (progress >= 0.55f && !battleSystem.isOpponentHit && !battleSystem.isOpponentDodging) {
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// Trigger animation when attack reaches the enemy (around 40% progress for enemy dodge)
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if (progress >= 0.50f && !battleSystem.isOpponentHit && !battleSystem.isOpponentDodging) {
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if (battleSystem.attackIsHit) {
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// Player attack hits enemy
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println("Player attack hits enemy at progress $progress")
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@ -155,8 +155,8 @@ fun BattleScreen(
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progress += 0.016f // 60 FPS
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battleSystem.setAttackProgress(progress)
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// Trigger animation when attack reaches the player (around 75% progress for player dodge)
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if (progress >= 0.75f && !battleSystem.isPlayerHit && !battleSystem.isPlayerDodging) {
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// Trigger animation when attack reaches the player (around 60% progress for player dodge)
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if (progress >= 0.50f && !battleSystem.isPlayerHit && !battleSystem.isPlayerDodging) {
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println("Phase 3: Checking player animation at progress $progress, opponentAttackIsHit=${battleSystem.opponentAttackIsHit}")
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println("Phase 3: Player animation decision - opponentAttackIsHit=${battleSystem.opponentAttackIsHit}, will ${if (battleSystem.opponentAttackIsHit) "HIT" else "DODGE"}")
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if (battleSystem.opponentAttackIsHit) {
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