diff --git a/assets/data/states/StageEditor.hx b/assets/data/states/StageEditor.hx index dfca00e9..af9f6cbe 100644 --- a/assets/data/states/StageEditor.hx +++ b/assets/data/states/StageEditor.hx @@ -237,10 +237,7 @@ function SKEW_LEFT(sprite, relative) { gimmeSkewCorners(sprite, 0, 1); sprite.y = storedPos.y - relative.y * 0.5; - sprite.skew.y = Math.atan2( - skewPoint2.y - (skewPoint1.y + (lastRelative.y - relative.y)), - skewPoint2.x - (skewPoint1.x + (FlxG.keys.pressed.SHIFT ? 0 : relative.x - lastRelative.x)) - ) * FlxAngle.TO_DEG; + sprite.skew.y += ((relative.y - lastRelative.y) * 0.02); lastRelative.set((FlxG.keys.pressed.SHIFT ? lastRelative.x : relative.x), relative.y); } @@ -256,11 +253,8 @@ function SKEW_BOTTOM(sprite, relative) { skewPoint2.set(0, 1); gimmeSkewCorners(sprite, 0, 2); - sprite.x = storedPos.x - relative.x * 0.5; - sprite.skew.x = Math.atan2( - (skewPoint1.x + (lastRelative.x - relative.x)) - skewPoint2.x, - (skewPoint1.y + (FlxG.keys.pressed.SHIFT ? 0 : lastRelative.y - relative.y)) - skewPoint2.y - ) * FlxAngle.TO_DEG; + sprite.x = storedPos.x - relative.x * 0.4; + sprite.skew.x -= ((relative.x - lastRelative.x) * 0.03); lastRelative.set(relative.x, (FlxG.keys.pressed.SHIFT ? lastRelative.y : relative.y)); } @@ -276,11 +270,8 @@ function SKEW_TOP(sprite, relative) { skewPoint2.set(0, 1); gimmeSkewCorners(sprite, 0, 2); - sprite.x = storedPos.x - relative.x * 0.5; - sprite.skew.x = Math.atan2( - skewPoint2.x - (skewPoint1.x + (lastRelative.x - relative.x)), - skewPoint2.y - (skewPoint1.y + (FlxG.keys.pressed.SHIFT ? 0 : relative.y - lastRelative.y)) - ) * FlxAngle.TO_DEG; + sprite.x = storedPos.x - relative.x * 0.4; + sprite.skew.x += ((relative.x - lastRelative.x) * 0.03); lastRelative.set(relative.x, (FlxG.keys.pressed.SHIFT ? lastRelative.y : relative.y)); } @@ -297,10 +288,7 @@ function SKEW_RIGHT(sprite, relative) { gimmeSkewCorners(sprite, 0, 1); sprite.y = storedPos.y - relative.y * 0.5; - sprite.skew.y = Math.atan2( - (skewPoint2.y + (lastRelative.y - relative.y)) - skewPoint1.y, - (skewPoint2.x + (FlxG.keys.pressed.SHIFT ? 0 : lastRelative.x - relative.x)) - skewPoint1.x - ) * FlxAngle.TO_DEG; + sprite.skew.y -= ((relative.y - lastRelative.y) * 0.02); lastRelative.set((FlxG.keys.pressed.SHIFT ? lastRelative.x : relative.x), relative.y); }