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var destX = p.tileX, destY = p.tileY;
if(p.attacking) {
this.entity.trigger('attack',this.direction);
} else if(p.dx || p.dy) {
if(p.dx > 0) { destX += 1; }
else if(p.dx < 0) { destX -= 1 };
if(p.dy > 0) { destY += 1; }
else if(p.dy < 0) { destY -= 1; }
if(!impassableTiles[stage.level.get(destX,destY)]) {
var sprite = stage.level.sprites[destY][destX];
this.direction.dx = destX - p.tileX;
this.direction.dy = destY - p.tileY;
this.direction.sprite = sprite;
if(!sprite) {
this.moved(destX,destY);
this.setPosition();
p.wait = p.delay;
} else {
p.wait = p.delay * 2;
}
this.entity.trigger(sprite ? 'hit' : 'moved',
this.direction);
}
}
} else {
p.wait -= dt;
}
},
setPosition: function() {
var p =this.entity.p;
p.x = p.tileX * tileSize;
p.y = p.tileY * tileSize;
},
moved: function(destX,destY) {
var stage = this.entity.parent;
var p =this.entity.p;
stage.level.sprites[p.tileY][p.tileX] = null;
p.tileX = destX;
p.tileY = destY;
stage.level.sprites[p.tileY][p.tileX] = this.entity;
},
removed: function() {
var stage = this.entity.parent;
var p =this.entity.p;
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