mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
15029d811f
# Closed issues CLOSES #17: Incorrect Character Visuals (Only with GBC filter) CLOSES #23: Could you allow the player to change the order of the moves CLOSES #24: Evolution music not playing during evolution CLOSES #26: Standing on door glitch CLOSES #27: Battle Intro text automatically continues CLOSES #29: Visual bug when zoomed out CLOSES #32: Team Rocket recruiter doesn't battle with you unless you speak with him first CLOSES #33: Developer/Debug Console CLOSES #35: Professor Oak's introduction Inaccuracies CLOSES #36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues CLOSES #39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock CLOSES #40: Bill cutscene is broken CLOSES #41: Ticket guy failing to be a Ticket guy CLOSES #42: S.S. anne odd behavior + Missing sailing away animation CLOSES #43: Dig Attack animation appears to be glitched CLOSES #44: Pokeball flashing doesn't appear to be accurate CLOSES #45: Inaccurate Cut Animation CLOSES #46: Dugtrio i caught in diglett cave has two of the same move CLOSES #47: Rival ignores player in Lavender Tower CLOSES #48: Healing pad in lavender tower does not function CLOSES #49: Incorrect dialogue with parched security guard CLOSES #50: (Game Breaking!) Rocket grunt guarding poster refuses to move CLOSES #51: Badges showing up as items I can deposit in PC CLOSES #52: Visual bug on Celadon Department Store roof (Red Filter) CLOSES #54: Visual issue on route 15 + Fuchsia City CLOSES #56: Running animation missing CLOSES #57: Safari Zone does not display steps while you are inside of it CLOSES #58: (Game Breaking!) Softlock at cycling road gate CLOSES #59: Bike visual issues CLOSES #60: Cycling road not forcing you to get on your bike CLOSES #61: No keycard doors in Silph Co. CLOSES #63: Missing teleporter animation CLOSES #64: Inaccurate spinning CLOSES #65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles
177 lines
6.8 KiB
Lua
177 lines
6.8 KiB
Lua
-- The player: tile-grid movement with pixel interpolation, faithful to the
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-- original's feel: facing changes on a short tap, movement is tile-by-tile
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-- at 1px per frame (16 frames per step), input locked while stepping.
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local Collision = require("src.world.Collision")
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local FieldDefaults = require("src.world.FieldDefaults")
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local SpriteRenderer = require("src.render.SpriteRenderer")
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local Player = {}
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Player.__index = Player
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local STEP_FRAMES = 16
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-- a turn in place holds for the ~2 frames the original spends on the
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-- extra OverworldLoop pass (home/overworld.asm .handleDirectionButtonPress
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-- returns to the loop without moving after a direction change)
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local TURN_FRAMES = 2
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function Player.new(data, cx, cy, facing)
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local self = setmetatable({}, Player)
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self.stepFrames = FieldDefaults.world(data, "stepFrames") or STEP_FRAMES
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self.bikeStepFrames = FieldDefaults.world(data, "bikeStepFrames")
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self.turnFrames = FieldDefaults.world(data, "turnFrames") or TURN_FRAMES
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-- field.playerSprites: which sprite ids the player wears on foot, on the
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-- water and on the bicycle (LoadPlayerSpriteGraphics /
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-- LoadSurfingPlayerSpriteGraphics, home/overworld.asm)
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local walkId = FieldDefaults.fieldValue(data, "playerSprites", "walk")
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local surfId = FieldDefaults.fieldValue(data, "playerSprites", "surf")
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local bikeId = FieldDefaults.fieldValue(data, "playerSprites", "bike")
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self.sprite = SpriteRenderer.new(data.sprites[walkId], "player")
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if surfId and data.sprites[surfId] then
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self.surfSprite = SpriteRenderer.new(data.sprites[surfId], "player")
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end
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if bikeId and data.sprites[bikeId] then
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self.bikeSprite = SpriteRenderer.new(data.sprites[bikeId], "player")
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end
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-- the ledge-hop shadow quarter-tile (gfx/overworld/shadow.png,
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-- LedgeHoppingShadow, engine/overworld/ledges.asm)
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local fx = data.field and data.field.overworldFx
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if fx and fx.shadow then
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local ok, img = pcall(love.graphics.newImage, fx.shadow.path)
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self.shadowImg = ok and img or nil
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end
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self.cellX, self.cellY = cx, cy
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self.px, self.py = cx * 16, cy * 16
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self.facing = facing or "down"
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self.moving = false
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self.progress = 0
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self.stepFlip = false
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self.turnTimer = 0
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self.inputLocked = false
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return self
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end
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function Player:position()
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return self.cellX, self.cellY
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end
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-- Attempt to start a step; returns "moved"|"turned"|"blocked"|nil.
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function Player:tryMove(dir, map, entities)
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if self.moving or self.inputLocked then return nil end
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if self.facing ~= dir then
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self.facing = dir
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self.turnTimer = self.turnFrames or TURN_FRAMES
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return "turned"
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end
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if self.turnTimer > 0 then return nil end
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local ok, why = Collision.canMove(map, entities, self, dir)
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if not ok then
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return "blocked", why
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end
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local tx, ty = Collision.target(self.cellX, self.cellY, dir)
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self.targetX, self.targetY = tx, ty
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self.moving = true
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self.progress = 0
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-- the bicycle doubles walking speed (8 frames per step)
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local save = require("src.core.Game").save
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self.stepFramesCur = (save and save.onBike) and self.bikeStepFrames
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or self.stepFrames or STEP_FRAMES
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return "moved"
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end
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-- Advance one fixed step; returns true when a step just completed.
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function Player:update()
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if self.turnTimer > 0 then
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self.turnTimer = self.turnTimer - 1
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end
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if self.spinFrames then
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self.spinFrames = self.spinFrames - 1
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if self.spinFrames <= 0 then
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self.spinFrames = nil
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self.spinDrop = nil
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self.spinning = false
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end
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end
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if not self.moving then return false end
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local stepLen = self.stepFramesCur or self.stepFrames or STEP_FRAMES
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self.progress = self.progress + 1
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-- the walk-cycle clock ticks once per real frame while moving, so the
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-- leg cadence stays constant when the bike halves stepFramesCur (only
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-- translation speed doubles, like UpdatePlayerSprite's frame counters)
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self.animClock = (self.animClock or 0) + 1
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local d = Collision.DELTA[self.facing]
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local px = math.floor(self.progress * 16 / stepLen)
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self.px = self.cellX * 16 + d[1] * px
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self.py = self.cellY * 16 + d[2] * px
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if self.progress >= stepLen then
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self.cellX, self.cellY = self.targetX, self.targetY
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self.targetX, self.targetY = nil, nil
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self.px, self.py = self.cellX * 16, self.cellY * 16
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self.moving = false
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self.stepFlip = not self.stepFlip
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return true
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end
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return false
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end
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function Player:facingCell()
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return Collision.target(self.cellX, self.cellY, self.facing)
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end
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function Player:walkPhase()
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if not self.moving then return 0 end
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-- walk frame during the middle of each 16-frame animation cycle
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local p = (self.animClock or self.progress) % 16
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return (p >= 4 and p < 12) and 1 or 0
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end
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local SPIN_ORDER = { "down", "left", "up", "right" }
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function Player:draw(camX, camY)
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local py = self.py
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-- ledge hops arc (set for 2 cells by the ledge handler); surfing bobs
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if self.hopFrames and self.hopFrames > 0 then
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self.hopFrames = self.hopFrames - 1
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local t = 1 - self.hopFrames / (self.hopTotal or 32)
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py = py - math.floor(10 * math.sin(t * math.pi) + 0.5)
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-- the shadow stays on the ground under the jumper: one 8x8 tile
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-- mirrored into a 2x2 block (normal/XFLIP/YFLIP/both) whose top-left
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-- is 8px below the sprite's standing top-left (LoadHoppingShadowOAM +
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-- LedgeHoppingShadowOAMBlock, engine/overworld/ledges.asm)
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if self.shadowImg then
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local sx = math.floor(self.px - camX)
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local sy = math.floor(self.py - camY) - 4 + 8
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love.graphics.draw(self.shadowImg, sx, sy)
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love.graphics.draw(self.shadowImg, sx + 16, sy, 0, -1, 1)
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love.graphics.draw(self.shadowImg, sx, sy + 16, 0, 1, -1)
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love.graphics.draw(self.shadowImg, sx + 16, sy + 16, 0, -1, -1)
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end
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elseif self.surfing then
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self.bobTimer = ((self.bobTimer or 0) + 1) % 32
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py = py + (self.bobTimer < 16 and 0 or 1)
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end
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local facing = self.facing
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local phase = self:walkPhase()
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-- alternate walk cycles mirror the up/down frame; derived from the
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-- fixed-rate animation clock so the bike's shorter steps don't double
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-- the leg cadence
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local flip = math.floor((self.animClock or 0) / 16) % 2 == 1
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if self.spinning then
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-- spinner tiles whirl the sprite on its standing pose, one facing
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-- per frame (LoadSpinnerArrowTiles runs every OverworldLoop frame)
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self.spinTimer = (self.spinTimer or 0) + 1
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facing = SPIN_ORDER[self.spinTimer % 4 + 1]
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phase, flip = 0, false
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-- teleport arrivals spin the sprite down into place
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-- (EnterMapAnim PlayerSpinWhileMovingDown)
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if self.spinFrames and self.spinDrop then
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py = py - math.floor(self.spinFrames * 24 / (self.spinTotal or 64))
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end
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end
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local sprite = (self.surfing and self.surfSprite)
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or (self.onBike and self.bikeSprite) or self.sprite
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sprite:draw(self.px, py, camX, camY, facing, phase, flip)
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end
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return Player
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