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- GetInputs();
- //idle1 = standing still (hsp == 0, vsp == 0) and jumping/falling (vsp != 0)
- //running = hsp != 0
- //hCollision
- if place_meeting(x+hsp,y,oWall)
- {
- while (!place_meeting(x+sign(hsp),y,oWall))
- {
- x = x + sign(hsp);
- }
- hsp = 0
- }
- x = x + hsp;
- //vCollision
- if place_meeting(x,y+vsp,oWall)
- {
- while (!place_meeting(x,y+sign(vsp),oWall))
- {
- y = y + sign(vsp);
- }
- vsp = 0
- }
- y = y + vsp;
- //React to inputs
- var _move = key_right - key_left;
- hsp = _move * spd;
- vsp = vsp + grv;
- if (place_meeting(x,y+1,oWall)) && (key_jump)
- {
- vsp = -jumpsp - grv;
- }
- if key_attack
- {
- hsp = 0;
- vsp = 0;
- state = PLAYERSTATE.ATTACK;
- }
- if key_crouch
- {
- state = PLAYERSTATE.CROUCH;
- }
- //anims
- if vsp < 0
- {
- sprite_index = sIdle;
- image_index = 0;
- image_speed = 0;
- }
- if vsp > 0
- {
- sprite_index = sIdle;
- image_index = 1;
- image_speed = 0;
- }
- if vsp == 0
- {
- if hsp != 0
- {
- sprite_index = sWalk;
- image_index = 0;
- image_speed = 1;
- }
- else
- {
- sprite_index = sIdle;
- image_index = 0;
- image_speed = 0;
- }
- }
- if hsp != 0
- {
- sprite_index = sWalk;
- image_speed = 1;
- }
- if (hsp != 0 ) image_xscale = sign(hsp);
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