Perform hit detection in physical LED space #3
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Previously hit detection was done in virtual LED space (i.e. 0-1000) but this caused some weirdness, especially with a small number of LED. For example you could end up in a situation where visually the edge of an attack totally hits an enemy, but the enemy does not die...because in virtual space the attack didn't quite reach the enemy even though they are aliased to the same LED on the strip. This was confusing. Now all hit detection is done in the actual LED space, so what you see is what you get.