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@@ -57,7 +57,7 @@ void Programmer::Update(float dt)
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vel.y += (70 + tile.x * 30) * dt;
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vel.y *= 1 - 0.05 * dt;
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} else {
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- vel.x *= 1 - 3 * dt;
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+ vel.x *= 1 - 2 * dt;
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}
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transform.Reset();
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@@ -70,18 +70,18 @@ void Programmer::Update(float dt)
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}
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if (walkLeft) {
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- vel.x -= (150 + tile.x * 30) * dt;
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+ vel.x -= (200 + tile.x * 30) * dt;
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userInput = true;
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}
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if (walkRight) {
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- vel.x += (150 + tile.x * 30) * dt;
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+ vel.x += (200 + tile.x * 30) * dt;
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userInput = true;
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}
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if (moveDown) {
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if (!onGround) {
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- vel.y += (150 + tile.x * 30) * dt;
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+ vel.y += (200 + tile.x * 30) * dt;
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}
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userInput = true;
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}
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@@ -103,9 +103,9 @@ void Programmer::Update(float dt)
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auto groundLevel = game->GameScreenHeight() - size.y / 2 - 1;
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if (pos.y > groundLevel) {
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- vel.y *= -0.3;
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+ vel.y *= -0.2;
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- if (std::abs(vel.y) < 2) {
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+ if (std::abs(vel.y) < 3) {
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vel.y = 0;
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}
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pos.y = groundLevel;
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