WIP: new-cbs #117
4 changed files with 112 additions and 42 deletions
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@ -1,22 +1,7 @@
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local PlayerActions = Object:extend()
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local PlayerActions = Object:extend()
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function PlayerActions:initActions()
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function PlayerActions:initActions()
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self.action = "normal"
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self.action = "idle"
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end
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function PlayerActions:doActions()
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if self.keys["B"].isPressed and (self.onGround) then
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-- Nothing for the moment
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end
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end
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function PlayerActions:actionSwitch()
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if self.keys["L1"].isPressed and (self.action == "normal") and (self.onGround) then
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self:switchActiveCharacter()
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end
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if self.keys["R1"].isPressed and (self.action == "normal") and (self.onGround) then
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self:switchActiveCharacter(-1)
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end
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end
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end
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return PlayerActions
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return PlayerActions
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@ -0,0 +1,79 @@
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local PlayerControls = Object:extend()
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function PlayerControls:applyInputs()
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if (self.world.autorun == true) then
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self:applyAutorunInput()
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else
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self:applyMoveInput()
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end
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self:applyJumpInput()
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self:applyActionsInputs()
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self:applySwitchInputs()
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end
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function PlayerControls:applyMoveInput()
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local angle, strenght = self:dpadToAngle()
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if (strenght ~= 0) then
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self:goTowardDir(angle, strenght)
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end
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end
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function PlayerControls:applyAutorunInput()
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self:goX()
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if self.keys["up"].isDown then
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self:goY(-1)
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end
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if self.keys["down"].isDown then
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self:goY(1)
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end
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end
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function PlayerControls:dpadToAngle()
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local xsp, ysp = 0, 0
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local strenght = 0
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local angle = 0
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if self.keys["up"].isDown then
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ysp = -1
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end
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if self.keys["down"].isDown then
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ysp = 1
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end
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if self.keys["left"].isDown then
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xsp = -1
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end
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if self.keys["right"].isDown then
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xsp = 1
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end
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if (xsp ~= 0 or ysp ~= 0) then
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angle = utils.math.pointDirection(0, 0, xsp, ysp)
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strenght = 1
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end
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return angle, strenght
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end
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function PlayerControls:applyJumpInput()
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if self.keys["A"].isPressed and (self:isNotJumping()) then
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self:jump()
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end
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end
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function PlayerControls:applyActionsInputs()
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if self.keys["B"].isPressed and (self.onGround) then
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-- Nothing for the moment
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end
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end
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function PlayerControls:applySwitchInputs()
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if self.keys["L1"].isPressed and (self.action == "normal") and (self.onGround) then
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self:switchActiveCharacter()
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end
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if self.keys["R1"].isPressed and (self.action == "normal") and (self.onGround) then
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self:switchActiveCharacter(-1)
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end
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end
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return PlayerControls
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@ -8,6 +8,8 @@ local Actions = require "game.modules.subgames.world.actors.player.actions"
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local Movements = require "game.modules.subgames.world.actors.player.movements"
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local Movements = require "game.modules.subgames.world.actors.player.movements"
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local Score = require "game.modules.subgames.world.actors.player.score"
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local Score = require "game.modules.subgames.world.actors.player.score"
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local Sprites = require "game.modules.subgames.world.actors.player.sprites"
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local Sprites = require "game.modules.subgames.world.actors.player.sprites"
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local Controls = require "game.modules.subgames.world.actors.player.controls"
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local Team = require "scenes.overworld.actors.player.team"
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local Team = require "scenes.overworld.actors.player.team"
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Player:implement(Actions)
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Player:implement(Actions)
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@ -15,6 +17,7 @@ Player:implement(Movements)
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Player:implement(Score)
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Player:implement(Score)
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Player:implement(Sprites)
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Player:implement(Sprites)
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Player:implement(Team)
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Player:implement(Team)
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Player:implement(Controls)
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function Player:new(world, x, y, z, id)
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function Player:new(world, x, y, z, id)
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Player.super.new(self, world, "player", x, y, 0, 16, 12, 24, true)
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Player.super.new(self, world, "player", x, y, 0, 16, 12, 24, true)
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@ -28,12 +31,11 @@ function Player:new(world, x, y, z, id)
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end
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end
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function Player:updateStart(dt)
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function Player:updateStart(dt)
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self:basicMovements()
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self:applyInputs()
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self:doActions()
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self:actionSwitch()
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end
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end
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function Player:update(dt)
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function Player:update(dt)
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self:updateMovements(dt)
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Player.super.update(self, dt)
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Player.super.update(self, dt)
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self.tweens:update(dt)
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self.tweens:update(dt)
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end
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end
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@ -1,40 +1,44 @@
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local PlayerMovement = Object:extend()
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local PlayerMovement = Object:extend()
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local SPEED = 160
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function PlayerMovement:initMovements()
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function PlayerMovement:initMovements()
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self:setGravity(480 * 2)
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self:setGravity(480 * 2)
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end
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end
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function PlayerMovement:basicMovements()
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function PlayerMovement:updateMovements()
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self:setFrc()
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self:setFrc()
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if self.keys["up"].isDown then
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self.ysp = -160
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end
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if self.keys["down"].isDown then
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self.ysp = 160
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end
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if (self.world.autorun == true) then
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self.xsp = 160
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else
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if self.keys["left"].isDown then
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self.xsp = -160
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end
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if self.keys["right"].isDown then
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self.xsp = 160
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end
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end
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self:jump()
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end
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end
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-- GOTO FUNCTIONS
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-- Help the movable go toward something
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function PlayerMovement:goTowardDir(angle, strenght)
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self.xsp, self.ysp = utils.math.lengthdir(SPEED, angle)
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end
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function PlayerMovement:goX(dir)
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self.xsp = SPEED * (dir or 1)
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end
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function PlayerMovement:goY(dir)
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self.ysp = SPEED * (dir or 1)
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end
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-- FRICTION
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function PlayerMovement:setFrc()
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function PlayerMovement:setFrc()
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self.xfrc, self.yfrc = 480 * 3, 480 * 3
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self.xfrc, self.yfrc = 480 * 3, 480 * 3
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end
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end
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-- JUMP FUNCTIONS
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function PlayerMovement:jump()
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function PlayerMovement:jump()
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if self.keys["A"].isPressed and (self.onGround) then
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self.zsp = 280 * 1.33
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self.zsp = 280 * 1.33
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end
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end
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function PlayerMovement:isNotJumping()
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return self.onGround
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end
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end
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return PlayerMovement
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return PlayerMovement
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