Player Movment
implented edited hollow night movement and set up player/test_scene.
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@@ -20,6 +20,59 @@ config/icon="res://icon.svg"
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window/stretch/mode="canvas_items"
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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window/stretch/aspect="expand"
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[input]
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left={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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right={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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jump={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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dash={
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"deadzone": 0.2,
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"events": [null, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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up={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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down={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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roll={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
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]
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}
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latch={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
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]
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}
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twirl={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194329,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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run={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":16,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[physics]
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[physics]
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3d/physics_engine="Jolt Physics"
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3d/physics_engine="Jolt Physics"
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@@ -0,0 +1,20 @@
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[gd_scene format=3 uid="uid://cmtdq6tedv1mm"]
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[ext_resource type="Script" uid="uid://2ig5okof0vaa" path="res://scripts/UltimatePlatformerController.gd" id="1_3vyb7"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_d2by0"]
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size = Vector2(111, 105)
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[node name="player" type="CharacterBody2D" unique_id=1596338883]
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collision_mask = 2
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script = ExtResource("1_3vyb7")
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[node name="ColorRect" type="ColorRect" parent="." unique_id=42689460]
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offset_right = 111.0
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offset_bottom = 105.0
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." unique_id=440932344]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1496788104]
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position = Vector2(55.5, 52.5)
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shape = SubResource("RectangleShape2D_d2by0")
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@@ -0,0 +1,26 @@
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[gd_scene format=3 uid="uid://d1xirc54wud0s"]
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[ext_resource type="PackedScene" uid="uid://cmtdq6tedv1mm" path="res://scenes/player.tscn" id="1_g7g4h"]
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[ext_resource type="Script" uid="uid://87oh2y0i2muf" path="res://scenes/rigid_body_2d.gd" id="2_nd71p"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_aqe1g"]
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size = Vector2(1116.25, 73)
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[node name="test_scene" type="Node2D" unique_id=1970054744]
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[node name="ColorRect" type="ColorRect" parent="." unique_id=1255479846]
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offset_left = 2.0
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offset_top = 530.0
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offset_right = 1121.0
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offset_bottom = 606.0
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[node name="player" parent="." unique_id=1596338883 instance=ExtResource("1_g7g4h")]
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position = Vector2(64, 386)
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[node name="floor" type="StaticBody2D" parent="." unique_id=866269158]
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collision_layer = 2
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script = ExtResource("2_nd71p")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="floor" unique_id=1146724072]
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position = Vector2(561.125, 569)
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shape = SubResource("RectangleShape2D_aqe1g")
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@@ -10,15 +10,15 @@ class_name PlatformerController2D
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#2. Animations are very primitive. To make full use of your custom art, you may want to slightly change the code for the animations
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#2. Animations are very primitive. To make full use of your custom art, you may want to slightly change the code for the animations
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@export_category("Necesary Child Nodes")
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@export_category("Necesary Child Nodes")
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@export var PlayerSprite: AnimatedSprite2D
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@onready var PlayerSprite = $AnimatedSprite2D
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@export var PlayerCollider: CollisionShape2D
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@onready var PlayerCollider = $CollisionShape2D
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#INFO HORIZONTAL MOVEMENT
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#INFO HORIZONTAL MOVEMENT
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@export_category("L/R Movement")
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@export_category("L/R Movement")
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##The max speed your player will move
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##The max speed your player will move
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@export_range(50, 500) var maxSpeed: float = 200.0
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@export_range(50, 500) var maxSpeed: float = 500
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##How fast your player will reach max speed from rest (in seconds)
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##How fast your player will reach max speed from rest (in seconds)
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@export_range(0, 4) var timeToReachMaxSpeed: float = 0.2
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@export_range(0, 4) var timeToReachMaxSpeed: float = 0
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##How fast your player will reach zero speed from max speed (in seconds)
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##How fast your player will reach zero speed from max speed (in seconds)
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@export_range(0, 4) var timeToReachZeroSpeed: float = 0.2
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@export_range(0, 4) var timeToReachZeroSpeed: float = 0.2
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##If true, player will instantly move and switch directions. Overrides the "timeToReach" variables, setting them to 0.
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##If true, player will instantly move and switch directions. Overrides the "timeToReach" variables, setting them to 0.
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@@ -29,15 +29,15 @@ class_name PlatformerController2D
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#INFO JUMPING
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#INFO JUMPING
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@export_category("Jumping and Gravity")
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@export_category("Jumping and Gravity")
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##The peak height of your player's jump
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##The peak height of your player's jump
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@export_range(0, 20) var jumpHeight: float = 2.0
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@export_range(0, 20) var jumpHeight: float = 4
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##How many jumps your character can do before needing to touch the ground again. Giving more than 1 jump disables jump buffering and coyote time.
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##How many jumps your character can do before needing to touch the ground again. Giving more than 1 jump disables jump buffering and coyote time.
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@export_range(0, 4) var jumps: int = 1
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@export_range(0, 4) var jumps: int = 2
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##The strength at which your character will be pulled to the ground.
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##The strength at which your character will be pulled to the ground.
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@export_range(0, 100) var gravityScale: float = 20.0
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@export_range(0, 100) var gravityScale: float = 30
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##The fastest your player can fall
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##The fastest your player can fall
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@export_range(0, 1000) var terminalVelocity: float = 500.0
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@export_range(0, 1000) var terminalVelocity: float = 700
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##Your player will move this amount faster when falling providing a less floaty jump curve.
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##Your player will move this amount faster when falling providing a less floaty jump curve.
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@export_range(0.5, 3) var descendingGravityFactor: float = 1.3
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@export_range(0.5, 3) var descendingGravityFactor: float = 2
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##Enabling this toggle makes it so that when the player releases the jump key while still ascending, their vertical velocity will cut by the height cut, providing variable jump height.
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##Enabling this toggle makes it so that when the player releases the jump key while still ascending, their vertical velocity will cut by the height cut, providing variable jump height.
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@export var shortHopAkaVariableJumpHeight: bool = true
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@export var shortHopAkaVariableJumpHeight: bool = true
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##How much the jump height is cut by.
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##How much the jump height is cut by.
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@@ -159,7 +159,7 @@ var wasLatched
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var crouching
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var crouching
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var groundPounding
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var groundPounding
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var anim
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var anim = PlayerSprite
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var col
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var col
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var animScaleLock : Vector2
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var animScaleLock : Vector2
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