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