Fix jetpack
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@@ -237,7 +237,10 @@ goalPict cr = let r = _crRad cr in case _crState cr of
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_ -> dGoals $ sizeColEnemy r magenta
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_ -> dGoals $ sizeColEnemy r magenta
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where dGoals p = pictures [p, rotate (0 - _crDir cr) $ scale 0.1 0.1 $ color white $ text $ show gls]
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where dGoals p = pictures [p, rotate (0 - _crDir cr) $ scale 0.1 0.1 $ color white $ text $ show gls]
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_ -> sizeColEnemy r (light $ dim green)
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_ -> sizeColEnemy r (light $ dim green)
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{-
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The creature you control.
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ID 0.
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-}
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startCr :: Creature
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startCr :: Creature
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startCr = defaultCreature
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startCr = defaultCreature
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{ _crPos = (0,0)
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{ _crPos = (0,0)
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@@ -253,10 +256,12 @@ startCr = defaultCreature
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, _crInv = startInventory
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, _crInv = startInventory
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
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}
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}
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{-
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Items you start with.
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-}
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startInventory = IM.fromList (zip [0..20]
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startInventory = IM.fromList (zip [0..20]
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(
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(
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[ jetPack
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[
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--[pistol
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--[pistol
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--,blinkGun
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--,blinkGun
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--,spawnGun lamp
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--,spawnGun lamp
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@@ -60,14 +60,17 @@ wasdWithAiming w speed aimSpeed i cr
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= stepForward' aimSpeed
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= stepForward' aimSpeed
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$ over crPos (+.+ (aimSpeed *.* mov))
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$ over crPos (+.+ (aimSpeed *.* mov))
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$ set crDir mouseDir
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$ set crDir mouseDir
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$ set (crState . stance . carriage) (Walking 0 0)
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cr
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cr
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| isMoving
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| isMoving
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= stepForward' speed
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= stepForward' speed
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$ over ( crPos) (+.+ (speed *.* mov))
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$ over ( crPos) (+.+ (speed *.* mov))
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$ over ( crDir) (flip fromMaybe dir)
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$ over ( crDir) (flip fromMaybe dir)
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$ set (crState . stance . carriage) (Walking 0 0)
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cr
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cr
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| otherwise
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| otherwise
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= over ( crDir) (flip fromMaybe dir)
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= over ( crDir) (flip fromMaybe dir)
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$ set (crState . stance . carriage) Standing
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cr
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cr
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where
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where
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(mov',dir') = wasdComp (view keys w) w
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(mov',dir') = wasdComp (view keys w) w
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@@ -232,6 +232,7 @@ data Stance = Stance
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deriving (Eq,Show)
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deriving (Eq,Show)
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data Carriage
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data Carriage
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= Walking { _stepCycle :: Int, _stepToAdd :: Int }
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= Walking { _stepCycle :: Int, _stepToAdd :: Int }
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| Standing
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| Floating
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| Floating
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| Boosting Point2
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| Boosting Point2
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deriving (Eq,Show)
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deriving (Eq,Show)
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