After reviewing, keyboard release restriction doesn't seem necessary and just produces stiff jump bug movement with multiple inputs
Co-authored-by: r3cp3ct <45179536+r3cp3ct@users.noreply.github.com> Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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36aa9cd7fe
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@ -40,8 +40,6 @@ public class Player extends PhysicsObject{
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final double viewBoundaryX = RabiClone.BASE_WIDTH / 3;
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final double viewBoundaryY = RabiClone.BASE_HEIGHT / 3;
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View lastCameraView = View.FIXED;
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boolean spacebarReleased = true;
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boolean facing_direction = RIGHT;
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boolean landedBellySlide=false;
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@ -257,7 +255,6 @@ public class Player extends PhysicsObject{
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public void KeyReleased(Action a) {
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if (a == Action.JUMP) {
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spacebarPressed = 0;
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spacebarReleased = true;
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}
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if (state != State.SLIDE&&state!=State.BELLYSLIDE) {
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if ((a == Action.MOVE_LEFT) && (KeyHeld(Action.MOVE_RIGHT))) {
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@ -303,10 +300,9 @@ public class Player extends PhysicsObject{
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// System.out.println("Queue up slide.");
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}
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case JUMP:
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if (jumpCount > 0 && spacebarReleased && (a == Action.JUMP)) {
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if (jumpCount > 0 && (a == Action.JUMP)) {
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jumpCount = 0;
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y_velocity = jump_velocity;
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spacebarReleased = false;
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spacebarPressed = RabiClone.TIME;
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}
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break;
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@ -332,13 +328,11 @@ public class Player extends PhysicsObject{
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state=State.ATTACK;
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weaponSwingTime=RabiClone.TIME;
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}
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if (groundCollision) {
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if (spacebarReleased && (a == Action.JUMP) && jumpCount > 0
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&&state!=State.ATTACK2&&state!=State.ATTACK3) {
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if (groundCollision||isUnderwater()) {
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if (a==Action.JUMP&&state!=State.ATTACK2&&state!=State.ATTACK3) {
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state = State.JUMP;
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jumpCount--;
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y_velocity = jump_velocity;
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spacebarReleased = false;
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spacebarPressed = RabiClone.TIME;
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// System.out.println("Jump");
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}
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