Fixed player double jumps not working. and added a dash
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@@ -5,6 +5,7 @@ extends NodeState
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@export var wallCheck: ShapeCast2D
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@export var floorCheck: RayCast2D
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@export var ledgeGrabBox: CollisionShape2D
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@export var fallState: NodeState
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const jumpGravity = player.GRAVITY
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@@ -14,13 +15,12 @@ const jumpGravity = player.GRAVITY
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@onready var maxSpeed = player.maxSpeed
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@onready var friction = player.friction
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var currentJumpCount: int
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var coyoteJump: bool
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var currentJumpCount: int = 0
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@warning_ignore("unused_parameter")
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func _physics_process(delta: float) -> void:
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await player.move
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if player.is_on_floor() or (player.is_on_wall() and GameInputEvents.wall_cling_input()):
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if player.is_on_floor():
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currentJumpCount = 0
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@warning_ignore("unused_parameter")
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@@ -32,19 +32,18 @@ func on_phyisics_process(delta: float) -> void:
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if player.is_on_floor():
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currentJumpCount = 0
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player.velocity.y = jumpHight
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coyoteJump = false
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fallState.coyoteJump = false
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currentJumpCount += 1
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if coyoteJump and currentJumpCount != maxJumpCount:
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if fallState.coyoteJump and currentJumpCount <= maxJumpCount:
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player.velocity.y = jumpHight
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coyoteJump = false
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fallState.coyoteJump = false
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currentJumpCount += 1
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#multi jumps
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if !player.is_on_floor() and GameInputEvents.jump_input() and currentJumpCount != maxJumpCount:
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player.velocity.y = jumpHight
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currentJumpCount += 1
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multiJump()
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#movment shit under here
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var direction: float = GameInputEvents.movement_input()
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if direction:
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@@ -64,11 +63,13 @@ func on_phyisics_process(delta: float) -> void:
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func enter() -> void:
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ledgeGrabBox.disabled = false
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animatedSprite2D.play("Jump")
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coyoteJump = true
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if not fallState.coyoteJump:
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currentJumpCount += 1
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multiJump()
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func exit() -> void:
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ledgeGrabBox.disabled = true
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coyoteJump = false
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fallState.coyoteJump = false
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animatedSprite2D.stop()
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func transition_states() -> void:
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@@ -84,3 +85,12 @@ func transition_states() -> void:
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if wallCheck.is_colliding() and not floorCheck.is_colliding() and player.velocity.y == 0 and player.is_on_floor():
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transition.emit("Grab")
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if GameInputEvents.dash_input() and player.canDash:
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transition.emit("dash")
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func multiJump():
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if !player.is_on_floor() and currentJumpCount <= maxJumpCount and Input.is_action_just_pressed("move_jump"):
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player.velocity.y = jumpHight
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currentJumpCount += 1
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