diff options
| author | sD <stoned@derpymail.org> | 2020-06-01 18:05:06 +0200 |
|---|---|---|
| committer | sD <stoned@derpymail.org> | 2020-06-01 18:05:06 +0200 |
| commit | d3444de2e269d193cb36e60644dd2ee4fe0033aa (patch) | |
| tree | 11b05062c4d03acf7da2bc13ecff0c1a6f964f82 /webAO/client.js | |
| parent | 6b52935d7232271f87f3321d6f7df18f9a88a1c8 (diff) | |
flipping was already moved to say
Diffstat (limited to 'webAO/client.js')
| -rw-r--r-- | webAO/client.js | 19 |
1 files changed, 6 insertions, 13 deletions
diff --git a/webAO/client.js b/webAO/client.js index 1d008c1..9969278 100644 --- a/webAO/client.js +++ b/webAO/client.js @@ -1729,6 +1729,7 @@ async changeBackground(position) { charSprite.style.transform = "scaleX(1)"; } + // flip the paired character if (this.chatmsg.other_flip === 1) { pairSprite.style.transform = "scaleX(-1)"; } else { @@ -1753,18 +1754,10 @@ async changeBackground(position) { * * OK, here's the documentation on how this works: * - * 1 flip - * For whatever reason it starts off by checking if the character is flipped, every time this is called - * This is probably a TODO to move this somewhere else - * - * 2 flip - * If the server supports it, the same is done for the paired character - * Both of these should probably be moved to say() - * - * 3 _animating + * 1 _animating * If we're not done with this characters animation, i.e. his text isn't fully there, set a timeout for the next tick/step to happen * - * 5 startpreanim + * 2 startpreanim * If the shout timer is over it starts with the preanim * The first thing it checks for is the shake effect (TODO on client this is handled by the @ symbol and not a flag ) * Then is the flash/realization effect @@ -1772,14 +1765,14 @@ async changeBackground(position) { * and the main characters preanim gif is loaded * If pairing is supported the paired character will just stand around with his idle sprite * - * 6 preanimdelay over + * 3 preanimdelay over * this animates the evidence popup and finally shows the character name and message box * it sets the text color , changes the background (again TODO) and sets the character speaking sprite * - * 7 textnow != content + * 4 textnow != content * this adds a character to the textbox and stops the animations if the entire message is present in the textbox * - * 8 sfx + * 5 sfx * independent of the stuff above, this will play any sound effects specified by the emote the character sent. * happens after the shout delay + an sfx delay that comes with the message packet * |
