Fixed player double jumps not working. and added a dash
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@@ -11,13 +11,13 @@ signal move
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#State Vars
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const GRAVITY: int = 700
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@export var speed: float = 1000
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@export var maxSpeed: float = 175
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@export var friction: int = 1000
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@export var speed: float = 1300
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@export var maxSpeed: float = 300
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@export var friction: int = 1200
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@export var airFriction: int = 250
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@export var jumpHight: float = -275
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@export var maxJumpCount: int = 1
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@export var ammo: int = 3
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@export var maxJumpCount: int = 2
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var canDash: bool = true
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var deathEffect: PackedScene = preload("uid://dm4oirxl6bpnn")
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var camreaCenterPosition: Vector2
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@@ -36,9 +36,12 @@ func _physics_process(delta: float) -> void:
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#emits move purly for jump state cause that is dependent on exact move and slide in the code
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move.emit()
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if is_on_floor():
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canDash = true
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#kills the player when they get too low
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if global_position.y > 200:
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player_death()
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#if global_position.y > 200:
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#player_death()
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#sets the players pos to the spawn pos so the player statrs on the correct door to the level
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func on_spawn(spawnPosition: Vector2):
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