Added wall jumps and tweaked values and movement
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@@ -13,15 +13,19 @@ signal move
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const GRAVITY: int = 700
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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 maxAirSpeed: float = 350
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@export var friction: int = 3000
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@export var airFriction: int = 1400
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@export var jumpHight: float = -300
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@export var maxJumpCount: int = 2
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@export var dashSpeed: float = 600
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@export var wallPushBack: float = 200
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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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var swordHitBoxXPos: float
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var dashTime: float = 0.1
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func _ready() -> void:
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#connects the signal from scene manager to on spawn
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@@ -33,11 +37,11 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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#calls move and slide so the state scripts don't have to cause that causes bugs
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move_and_slide()
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#print(velocity.x)
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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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get_dash()
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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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@@ -69,3 +73,11 @@ func hurt(enemy: Node2D) -> void:
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if PlayerManager.currenthealth == 0:
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player_death()
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func get_dash() -> void:
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if is_on_floor():
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await get_tree().create_timer(dashTime).timeout
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if is_on_floor():
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canDash = true
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if is_on_wall():
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canDash = true
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