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Mar 22nd, 2018
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  1. /// @description Player Movement
  2. var hinput = keyboard_check(vk_right) - keyboard_check(vk_left);
  3. var crouch = keyboard_check(vk_down);
  4.  
  5. if crouch!=0 && crawl = 0 {
  6. currentaccel = 0;
  7. } else currentaccel = accel*speedbuff
  8.  
  9. //Run
  10. if hinput !=0 && crouch=0{
  11. hsp += hinput*currentaccel;
  12. hsp = clamp(hsp, -max_hsp, max_hsp);
  13. image_speed = 1;
  14. sprite_index = spr_player_run;
  15. image_xscale = sign(hsp)*1;
  16. crawl = 0;
  17.  
  18. // Slide
  19. } else if hinput !=0 && hsp !=0 && crouch && crawl != 1{
  20. sprite_index = spr_player_slide;
  21. image_speed = 0;
  22. image_index = 1;
  23. hsp = lerp(hsp, 0, frict-.2);
  24. if (abs(0 - hsp) < .12) hsp = 0
  25. crawl = 0;
  26.  
  27. // Crawl
  28. } else if hsp=0 && hinput != 0 && crouch || hinput != 0 && crouch && crawl != 0 {
  29. crawl = 1;
  30. hsp = hinput*accel;
  31. sprite_index = spr_player_crawl;
  32. image_speed = 1;
  33. image_xscale = sign(hsp)*1;
  34.  
  35.  
  36. // Crouch
  37. } else if hinput = 0 && crouch || hsp = 0 && crouch {
  38. sprite_index = spr_player_crouched;
  39. hsp = 0;
  40. crawl = 0;
  41.  
  42.  
  43. //Stand
  44. } else {
  45. hsp = lerp(hsp, 0, frict);
  46. sprite_index = spr_player_stand;
  47. crawl = 0;
  48. }
  49.  
  50. //In Air
  51. if !place_meeting(x, y+1, obj_solid) {
  52. vsp += grv;
  53. }
  54.  
  55. //Jump
  56. else {
  57. if keyboard_check_pressed(vk_up) && !crouch {
  58. vsp = jump_height;
  59. }
  60. }
  61.  
  62. //Wall Collision
  63. if place_meeting(x+hsp, y, obj_solid) {
  64. while !place_meeting(x+sign(hsp), y, obj_solid) {
  65. x += sign(hsp);
  66. }
  67. hsp = 0;
  68. }
  69. x += hsp;
  70.  
  71. //Floor Collision
  72. if place_meeting(x, y+vsp, obj_solid) {
  73. while !place_meeting(x, y+sign(vsp), obj_solid) {
  74. y += sign(vsp);
  75. }
  76. vsp = 0;
  77. }
  78. y += vsp;
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