resetting changes
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@ -1,9 +1,8 @@
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extends CharacterBody2D
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@export var SPEED = 300.0
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@export var JUMP_VELOCITY = -300.0
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@export var PUSH_FORCE = 200
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const var SPEED = 300.0
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const JUMP_VELOCITY = -300.0
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -25,10 +24,4 @@ func _physics_process(delta):
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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# This represents the player's inertia
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# after calling move_and_slide()
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * PUSH_FORCE)
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move_and_slide()
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