Refactor enemy movement logic for simplicity; adjust character sprite drawing position
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@@ -129,7 +129,7 @@ class Character
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elapsed = Gosu.milliseconds / 1000.0
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frame_index = ((elapsed * 7).floor) % 6
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@animations[@current_animation][frame_index].draw(sprite_x, sprite_y, sprite_y, 1.8, 1.8)
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@animations[@current_animation][frame_index].draw(sprite_x, sprite_y, sprite_y + 30, 1.8, 1.8)
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return unless DEBUG
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