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Jun 18th, 2020
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  1. GetInputs();
  2. //idle1 = standing still (hsp == 0, vsp == 0) and jumping/falling (vsp != 0)
  3. //running = hsp != 0
  4.  
  5. //hCollision
  6. if place_meeting(x+hsp,y,oWall)
  7. {
  8.     while (!place_meeting(x+sign(hsp),y,oWall))
  9.     {
  10.         x = x + sign(hsp);
  11.     }
  12.     hsp = 0
  13. }
  14. x = x + hsp;
  15.  
  16. //vCollision
  17. if place_meeting(x,y+vsp,oWall)
  18. {
  19.     while (!place_meeting(x,y+sign(vsp),oWall))
  20.     {
  21.         y = y + sign(vsp);
  22.     }
  23.     vsp = 0
  24. }
  25. y = y + vsp;
  26.  
  27. //React to inputs
  28. var _move = key_right - key_left;
  29. hsp = _move * spd;
  30. vsp = vsp + grv;
  31.  
  32. if (place_meeting(x,y+1,oWall)) && (key_jump)
  33. {
  34.     vsp = -jumpsp - grv;
  35. }
  36.  
  37. if key_attack
  38. {
  39.     hsp = 0;
  40.     vsp = 0;
  41.     state = PLAYERSTATE.ATTACK;
  42. }
  43.  
  44. if key_crouch
  45. {
  46.     state = PLAYERSTATE.CROUCH;
  47. }
  48.  
  49. //anims
  50. if vsp < 0
  51. {
  52.     sprite_index = sIdle;
  53.     image_index = 0;
  54.     image_speed = 0;
  55. }
  56.  
  57. if vsp > 0
  58. {
  59.     sprite_index = sIdle;
  60.     image_index = 1;
  61.     image_speed = 0;
  62. }
  63.  
  64. if vsp == 0
  65. {
  66.     if hsp != 0
  67.     {
  68.         sprite_index = sWalk;
  69.         image_index = 0;
  70.         image_speed = 1;
  71.     }
  72.     else
  73.     {
  74.         sprite_index = sIdle;
  75.         image_index = 0;
  76.         image_speed = 0;
  77.     }
  78. }
  79.  
  80. if hsp != 0
  81. {
  82.     sprite_index = sWalk;
  83.     image_speed = 1;
  84. }
  85.  
  86. if (hsp != 0 ) image_xscale = sign(hsp);
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