velocity based movement
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1 changed files with 58 additions and 103 deletions
161
src/Field.vue
161
src/Field.vue
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@ -1,20 +1,23 @@
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<template>
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<div id="field">
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<input v-keep-focussed type="text"
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@keydown.down="goDown($event)"
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@keydown.up="goUp($event)"
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@keydown.right="goRight($event)"
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@keydown.left="goLeft($event)"
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@keydown.space="jump($event)"
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@keydown.up="player_push_y = -8"
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@keydown.down="player_push_y = 8"
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@keydown.right="player_push_x = 8"
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@keydown.left="player_push_x = -8"
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@keyup.up="player_push_y = 0"
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@keyup.down="player_push_y = 0"
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@keyup.right="player_push_x = 0"
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@keyup.left="player_push_x = 0"
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/>
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<mountain-background :x="x + 65536" />
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<div id="wrap" :style="{transform: `translate(${translate_x}px, ${translate_y}px)`}">
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<template v-for="(row, y) in rows">
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<div v-for="(block, x) in row" class="block" :class="[block.type]" :data-x="x" :data-y="y" />
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<mountain-background :x="128 + x / 8" />
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<div id="wrap" :style="{transform: `translate(${tx}px, ${ty}px)`}">
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<template v-for="row in rows">
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<div v-for="block in row" class="block" :class="[block.type]" />
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</template>
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</div>
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<div id="player" :class="[player_direction]" :data-x="player_x" :data-y="player_y" />
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<div id="level-indicator">x:{{ x }}, y:{{ y }}</div>
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<div id="level-indicator">x:{{ floorX }}, y:{{ floorY }}</div>
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</div>
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</template>
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@ -24,12 +27,11 @@ import Level from './level'
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import MountainBackground from './Background'
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const BLOCK_SIZE = 32
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const WIDTH = 32
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const HEIGHT = 32
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const PLAYER_X = ~~(WIDTH / 2) + 1
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const PLAYER_Y = HEIGHT - 15
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const RECIPROCAL = 1 / BLOCK_SIZE
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const PLAYER_X = ~~(BLOCK_SIZE / 2) + 1
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const PLAYER_Y = BLOCK_SIZE - 15
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const PLAYER_MAX_VELOCITY = 32
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const level = new Level(WIDTH + 2, HEIGHT + 2)
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const level = new Level(BLOCK_SIZE + 2, BLOCK_SIZE + 2)
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export default {
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name: 'field',
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@ -38,111 +40,64 @@ export default {
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return {
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x: 0,
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y: 0,
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// transform: translate(x,y); max 32px, then this.x++ / this.y++
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translate_x: 0,
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translate_y: 0,
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player_x: PLAYER_X,
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player_y: PLAYER_Y,
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player_direction: 'left',
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player_push_x: 0,
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player_push_y: 0,
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player_velocity_x: 0,
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player_velocity_y: 0,
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drag: 1
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moving: false
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}
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},
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mounted () {
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this.mindTheGap()
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this.player_velocity_y = 8
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this.move()
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},
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watch: {
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player_velocity_x: throttle(function (v) {
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if (!v) return // zero velocity is not interesting
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// calculate with positive values but remember negative velocity
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const sign = v < 0 ? -1 : 1
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v *= sign
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if (v > 8) v = 8
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v -= this.drag
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if (v < 0) v = 0
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else v *= sign // back to original sign
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this.player_velocity_x = v
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this.translate_x += v
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console.log(v)
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}, 100),
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translate_x (tx) {
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this.x += Math.floor(tx / BLOCK_SIZE)
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this.translate_x = tx % BLOCK_SIZE
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player_push_x (px) {
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if (px === 0) this.player_velocity_x = 0
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else this.player_velocity_x = px
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},
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player_velocity_y (velocity_y) {
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//if (!velocity_y) return // zero velocity is not interesting
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return // TODO
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if (velocity_y < 0) {
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if (!this.blockBelowPlayer.walkable) this.player_velocity_y = 0
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else if (this.translate_y > -BLOCK_SIZE) this.translate_y += velocity_y
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else {
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this.translate_y = 0
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this.y++
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player_push_y (py) {
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if (py === 0) this.player_velocity_y = 8
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else this.player_velocity_y = py
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}
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} else {
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if (!this.blockAbovePlayer.walkable) this.player_velocity_y = 0
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else if (this.translate_y < BLOCK_SIZE) this.translate_y += velocity_y
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}
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}
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},
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computed: {
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rows () {
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return level.grid(this.x, this.y)
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},
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blockAtPlayer () {
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return this.rows[PLAYER_Y][PLAYER_X]
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},
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blockLeftOfPlayer () {
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return this.rows[PLAYER_Y][PLAYER_X - 1]
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},
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blockRightOfPlayer () {
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return this.rows[PLAYER_Y][PLAYER_X + 1]
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},
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blockAbovePlayer () {
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return this.rows[PLAYER_Y - 1][PLAYER_X]
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},
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blockBelowPlayer () {
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return this.rows[PLAYER_Y + 1][PLAYER_X]
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}
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blockAtPlayer () { return this.rows[PLAYER_Y][PLAYER_X] },
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blockLeftOfPlayer () { return this.rows[PLAYER_Y][PLAYER_X - 1] },
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blockRightOfPlayer () { return this.rows[PLAYER_Y][PLAYER_X + 1] },
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blockAbovePlayer () { return this.rows[PLAYER_Y - 1][PLAYER_X] },
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blockBelowPlayer () { return this.rows[PLAYER_Y + 1][PLAYER_X] },
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blockedUp () { return this.cornerY && !this.blockAbovePlayer.walkable },
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blockedDown () { return this.cornerY && !this.blockBelowPlayer.walkable },
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blockedLeft () { return this.cornerX && !this.blockLeftOfPlayer.walkable },
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blockedRight () { return this.cornerX && !this.blockRightOfPlayer.walkable },
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cornerX () { return this.x === ~~this.x }, // cornering a block
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cornerY () { return this.y === ~~this.y },
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floorX () { return Math.floor(this.x) },
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floorY () { return Math.floor(this.y) },
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tx () { return (this.x - this.floorX) * -BLOCK_SIZE },
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ty () { return (this.y - this.floorY) * -BLOCK_SIZE },
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rows () { return level.grid(this.floorX, this.floorY) }
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},
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methods: {
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goDown (ev) {
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// TODO: this.player_direction = 'down'
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if (this.blockBelowPlayer.walkable) this.player_velocity_y -= 8
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this.mindTheGap()
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move () {
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const x = this.x
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const y = this.y
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let vx = this.player_velocity_x * RECIPROCAL
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let vy = this.player_velocity_y * RECIPROCAL
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if (vx > 0 && this.blockedRight) vx = 0
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if (vx < 0 && this.blockedLeft) vx = 0
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if (vy > 0 && this.blockedDown) vy = 0
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if (vy < 0 && this.blockedUp) vy = 0
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this.x += vx
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this.y += vy
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this.moving = setTimeout(() => this.move(), 50)
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},
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goUp (ev) {
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// TODO: this.player_direction = 'up'
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if (this.blockAtPlayer.climbable) this.player_velocity_y += 8
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},
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goRight: throttle(function (ev) {
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if (this.blockRightOfPlayer.walkable) {
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this.player_velocity_x -= 4
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}
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}, 10),
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goLeft: throttle(function (ev) {
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if (this.blockLeftOfPlayer.walkable) {
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this.player_velocity_x += 4
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}
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}, 10),
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jump (ev) {
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if (this.blockAbovePlayer.walkable) {
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this.player_velocity_y += 64
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this.mindTheGap()
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}
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},
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mindTheGap () {
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const below = this.blockBelowPlayer
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if (below.walkable && !below.climbable) {
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this.player_velocity_y -= 8
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}
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}
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}
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}
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</script>
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