1 var EnemyCharacterClass_AntigravitySpine = function(stage, args){
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2 EnemyCharacterClass_AntigravitySpine.base.apply(this,[stage,[["toge.png",]]]);
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6 this.antigravity = 700 / GameManager.prototype.tickPerSecond ;
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7 this.collisionMargin.top = 28;
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8 this.chasingRange = 0;
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9 this.movingVelocity =0;
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11 this.touchDamege=40;
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12 this.damagePerTickBase = 20;
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16 MainCharacterが重力で乗ってる/左右から勢い余ってぶつかった場合はObjectAttackedが実行されるのでここで判定する必要はない
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17 (ただただとげのすぐ横にキャラがいるだけでダメージを与える必要はない)
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20 stage.addStageObject(this);
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21 }.extend(EnemyCharacterClass, {
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22 className: "EnemyCharacterClass_AntigravitySpine",
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24 objectAttacked : function(obj, obj_x, obj_y, direction)
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26 if(obj instanceof MainCharacterClass)
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30 if(direction & (CollideLeft | CollideRight | CollideTop)){
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33 this.damaging = true;
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34 this.damagePerTickCount = this.damagePerTickBase;
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37 this.lastCollidedTick = this.ownerStage.manager.tickCount;
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