change hitpoint hud
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+3
-3
@@ -235,10 +235,10 @@ function renderHud(ctx, spriteAtlas, dt, frame) {
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}
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for (n = 0, max = hitpoints; n < max; n++)
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ctx.fillRect(
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t2p(1 + n) * hudScaling,
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t2p(1 + n / 3) * hudScaling,
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t2p(3) * hudScaling,
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(TILE / 2) * hudScaling,
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(TILE / 2) * hudScaling
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4 * hudScaling,
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8 * hudScaling
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)
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// ! Der Atlas funktioniert so nicht weil die Tiles nicht quadratisch sind.
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// drawSprite(t, spriteAtlas, dt, frame)
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