Added music and sfx.
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@@ -24,32 +24,34 @@ const (
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type MoverAction uint
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type Mover struct {
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Sprite *ebiten.Image
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Maks *ebiten.Image
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MaksDest *ebiten.Image
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Angle float64
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Pos gamedata.Coordinates
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Origin gamedata.Coordinates
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Action MoverAction
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cycles int
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rotating bool
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Toggled bool
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Hit bool
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Touched bool
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dyingcount int
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Sprite *ebiten.Image
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Maks *ebiten.Image
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MaksDest *ebiten.Image
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Angle float64
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Pos gamedata.Coordinates
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Origin gamedata.Coordinates
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Action MoverAction
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cycles int
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rotating bool
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Toggled bool
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Hit bool
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Touched bool
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SplodeInitiated bool
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dyingcount int
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}
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func NewMover() *Mover {
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m := &Mover{
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Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Action: MoverActionDefault,
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cycles: 4,
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Angle: 0,
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rotating: false,
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Toggled: false,
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dyingcount: 0,
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Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Action: MoverActionDefault,
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cycles: 4,
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Angle: 0,
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rotating: false,
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Toggled: false,
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dyingcount: 0,
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SplodeInitiated: false,
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}
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m.Maks.Fill(color.White)
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@@ -82,14 +84,8 @@ func (m *Mover) Draw() {
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switch m.Action {
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case MoverActionDefault:
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(14, 40)
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m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
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m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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case MoverActionDamaged:
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(14, 40)
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m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
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m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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case MoverActionDying:
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