refined the movement, only partly I still wanna do some touches so it feels better
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parent
f36b9415eb
commit
915afaa7cb
3 changed files with 69 additions and 24 deletions
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@ -60,7 +60,7 @@ public class Game extends JPanel implements ActionListener {
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/* defines the level which is used to determine what exactly shows (for example main menu is level 1),
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/* defines the level which is used to determine what exactly shows (for example main menu is level 1),
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levelProgress which is only used for the animation from level 1 to level 2
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levelProgress which is only used for the animation from level 1 to level 2
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and fadeAnimation which is also used for the animation from level 1 to level 2 */
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and fadeAnimation which is also used for the animation from level 1 to level 2 */
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public int level = 1;
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public int level = 3;
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public boolean levelProgress = false; // this is used to make the transition from the Game menu to the game level look cool
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public boolean levelProgress = false; // this is used to make the transition from the Game menu to the game level look cool
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public int fadeAnimation = 0;
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public int fadeAnimation = 0;
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@ -109,15 +109,24 @@ public class Game extends JPanel implements ActionListener {
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// defines the initial player variables
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// defines the initial player variables
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public int playerX = 423;
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public int playerX = 423;
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public int playerY = 310;
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public int playerY = 310;
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public int playerOldY = playerY;
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public double playerXVelocity = 0;
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public double playerYVelocity = 0;
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public boolean leftHeld, rightHeld;
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public static final double acceleration = 0.01;
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public final double friction = 0.6;
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public final double maxSpeed = 6.0;
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public final double gravity = 1.0;
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public final double jumpSpeed = -12.6;
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public final double maxFall = 20.0;
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public int playerSizeX = 14*4;
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public int playerSizeX = 14*4;
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public int playerSizeY = 18*4;
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public int playerSizeY = 18*4;
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public String playerDirection = "none";
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public String playerDirection = "none";
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public BufferedImage playerCurrentSprite;
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public BufferedImage playerCurrentSprite;
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public int playerWalkingModifier = 5;
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public int playerWalkingModifier = 5;
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public boolean playerOnFeet = true;
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public boolean playerOnFeet = true;
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public boolean playerJumped = false;
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public boolean playerActive = true;
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public boolean playerActive = false;
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public int walkTick;
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public int walkTick;
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public static int ticksPerFrame = 8;
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public static int ticksPerFrame = 8;
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public static int[] walkCycle = {1, 0, 2, 0};
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public static int[] walkCycle = {1, 0, 2, 0};
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@ -14,26 +14,23 @@ public class input implements KeyListener {
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case KeyEvent.VK_W:
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case KeyEvent.VK_W:
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m.playerDirection = "backward";
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m.playerDirection = "backward";
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break;
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break;
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case KeyEvent.VK_A:
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case KeyEvent.VK_A, KeyEvent.VK_LEFT:
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m.playerDirection = "left";
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m.playerDirection = "left";
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m.leftHeld = true;
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break;
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break;
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case KeyEvent.VK_S:
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case KeyEvent.VK_S:
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m.playerDirection = "forward";
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m.playerDirection = "forward";
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break;
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break;
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case KeyEvent.VK_D:
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case KeyEvent.VK_D, KeyEvent.VK_RIGHT:
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m.playerDirection = "right";
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m.playerDirection = "right";
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m.rightHeld = true;
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break;
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break;
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case KeyEvent.VK_SPACE:
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case KeyEvent.VK_SPACE:
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if (!m.playerJumped && m.playerOnFeet) {
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if (m.playerOnFeet) {
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m.playerJumped = true;
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m.playerYVelocity = m.jumpSpeed;
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m.playerOldY = m.playerY;
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m.playerOnFeet = false;
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}
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}
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break;
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break;
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/* ONLY FOR DEBUGGING BELOW
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case KeyEvent.VK_A -> m.playerX -= m.playerWalkingModifier;
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case KeyEvent.VK_D -> m.playerX += m.playerWalkingModifier;
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case KeyEvent.VK_S -> m.playerY += 1;
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case KeyEvent.VK_W -> m.playerY -= 1; */
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}
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}
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}
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}
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switch (e.getKeyCode()) {
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switch (e.getKeyCode()) {
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@ -49,10 +46,20 @@ public class input implements KeyListener {
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public void keyReleased(KeyEvent e) { // what happens when you let go of a key
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public void keyReleased(KeyEvent e) { // what happens when you let go of a key
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if (m.playerActive) {
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if (m.playerActive) {
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switch (e.getKeyCode()) {
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switch (e.getKeyCode()) {
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case KeyEvent.VK_W -> m.playerDirection = "none";
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case KeyEvent.VK_W:
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case KeyEvent.VK_A -> m.playerDirection = "none";
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m.playerDirection = "none";
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case KeyEvent.VK_S -> m.playerDirection = "none";
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break;
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case KeyEvent.VK_D -> m.playerDirection = "none";
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case KeyEvent.VK_A, KeyEvent.VK_LEFT:
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m.playerDirection = "none";
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m.leftHeld = false;
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break;
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case KeyEvent.VK_S:
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m.playerDirection = "none";
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break;
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case KeyEvent.VK_D, KeyEvent.VK_RIGHT:
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m.playerDirection = "none";
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m.rightHeld = false;
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break;
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/* ONLY FOR DEBUGGING BELOW
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/* ONLY FOR DEBUGGING BELOW
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case KeyEvent.VK_A -> m.playerX -= m.playerWalkingModifier;
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case KeyEvent.VK_A -> m.playerX -= m.playerWalkingModifier;
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case KeyEvent.VK_D -> m.playerX += m.playerWalkingModifier;
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case KeyEvent.VK_D -> m.playerX += m.playerWalkingModifier;
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@ -14,6 +14,13 @@ public class update {
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default -> m.playerForward0;
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default -> m.playerForward0;
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};
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};
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}
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}
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public static double getGroundY(Game m) {
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if (m.level == 3) {
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if (m.playerX > 274 && m.playerX < 583) { return 338; } else { return 366; }
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} else {
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return m.windowHeight;
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}
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}
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static void performPerTick(Game m) {
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static void performPerTick(Game m) {
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Random rand = new Random();
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Random rand = new Random();
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m.starSize = rand.nextInt(2,4);
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m.starSize = rand.nextInt(2,4);
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@ -75,13 +82,35 @@ public class update {
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} else {
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} else {
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m.walkTick = 0;
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m.walkTick = 0;
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}
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}
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if (m.playerJumped) {
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if (m.leftHeld && !m.rightHeld) {
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m.playerOnFeet = false;
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m.playerXVelocity -= m.acceleration;
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m.playerY -= 20;
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} else if (m.rightHeld && !m.leftHeld) {
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if (m.playerOldY-80 >= m.playerY) { m.playerJumped = false; }
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m.playerXVelocity +=m.acceleration;
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} else {
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if (m.playerXVelocity > 0) {
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m.playerXVelocity = Math.max(0, m.playerXVelocity - m.friction);
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} else if (m.playerXVelocity < 0) {
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m.playerXVelocity = Math.min(0, m.playerXVelocity + m.friction);
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}
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}
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}
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m.playerXVelocity = Math.clamp(m.playerXVelocity, -m.maxSpeed, m.maxSpeed);
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m.playerX += m.playerXVelocity;
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m.playerYVelocity = Math.min(m.playerYVelocity + m.gravity, m.maxFall);
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m.playerY += m.playerYVelocity;
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// collisions
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// collisions
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double groundY = getGroundY(m);
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if (m.playerY >= groundY) {
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m.playerY = (int) groundY;
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m.playerYVelocity = 0;
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m.playerOnFeet = true;
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} else {
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m.playerOnFeet = false;
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}
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/*
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if (m.level == 3 && (m.playerY < 338 || (m.playerX >= 583 || m.playerX <= 274) && m.playerY < 366)) {
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if (m.level == 3 && (m.playerY < 338 || (m.playerX >= 583 || m.playerX <= 274) && m.playerY < 366)) {
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m.playerY += 10;
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m.playerY += 10;
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m.playerOnFeet = false;
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m.playerOnFeet = false;
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@ -90,9 +119,9 @@ public class update {
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m.playerOnFeet = true;
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m.playerOnFeet = true;
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} else {
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} else {
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m.playerOnFeet = true;
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m.playerOnFeet = true;
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}
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}*/
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// update the player sprite based on direction and if hes walking and frame
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// update the player sprite based on direction and if he's walking and frame
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m.playerCurrentSprite = spriteFor(m, m.playerDirection, frame);
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m.playerCurrentSprite = spriteFor(m, m.playerDirection, frame);
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// first ship
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// first ship
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if (m.playerX < -m.playerSizeX || m.playerX > m.windowWidth) { m.level = 4; }
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if (m.playerX < -m.playerSizeX || m.playerX > m.windowWidth) { m.level = 4; }
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