in playPainAnimation, we just load up the base battle sprite for a character and draw it; the grue at least calls for a separate overlay image AND special opacity on the base image draw call. Ideally we would re-use what we've got going on over in refreshCharacterCanvas to some degree here...
in playPainAnimation, we just load up the base battle sprite for a character and draw it; the grue at least calls for a separate overlay image AND special opacity on the base image draw call. Ideally we would re-use what we've got going on over in refreshCharacterCanvas to some degree here...