Somehow broke the last movement.
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@ -162,7 +162,7 @@ func new_move_actor_as_desired(_delta :float,
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var calc_acceleration = Vector2.ZERO
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var calc_acceleration = Vector2.ZERO
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#var calc_inertia = Vector2.ZERO
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#var calc_inertia = Vector2.ZERO
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#var calc_inertia = inertia
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#var calc_inertia = inertia
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var friction :Vector2 = Vector2.ZERO
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## Inertia only applies if there is a difference between the
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## Inertia only applies if there is a difference between the
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# base move speed and a derived move speed. This makes it so all you
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# base move speed and a derived move speed. This makes it so all you
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@ -182,17 +182,28 @@ func new_move_actor_as_desired(_delta :float,
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calc_acceleration.x = resolve_h_acceleration(movement_params, h_speed, move_direction.x)
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calc_acceleration.x = resolve_h_acceleration(movement_params, h_speed, move_direction.x)
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## Direction of inertia not equal to move direction
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if calc_inertial_dir.x:
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if calc_inertial_dir.x != sign(move_direction.x):
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## flip the direction of acceleration
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calc_acceleration.x *= -1
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## if we have a difference of speed
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## if we have a difference of speed
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if h_speed.x != h_speed.y:
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if h_speed.x != h_speed.y:
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debug_speed_tracker = h_speed
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debug_speed_tracker = h_speed
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if calc_inertia.x == 0.0:
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## Aceleration needs to be the sign of the direction we're moving in
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#calc_inertia.x = lerp( h_speed.x , h_speed.y, calc_acceleration.x * _delta)
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calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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h_speed.x , h_speed.y)
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h_speed.x , h_speed.y)
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else:
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#calc_inertia.x = lerp( calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
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## Disable this for now hopefully inertial acceleration flip removes this
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calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# if calc_inertia.x == 0.0:
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calc_inertia.x, h_speed.y)
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# #calc_inertia.x = lerp( h_speed.x , h_speed.y, calc_acceleration.x * _delta)
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# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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# h_speed.x , h_speed.y)
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# else:
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# #calc_inertia.x = lerp( calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# calc_inertia.x, h_speed.y)
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elif calc_inertia.x != 0.0: ## We still have inertia
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elif calc_inertia.x != 0.0: ## We still have inertia
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if calc_acceleration.x != 0.0: # We are applying acceleration
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if calc_acceleration.x != 0.0: # We are applying acceleration
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if calc_inertia.x > h_speed.x:
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if calc_inertia.x > h_speed.x:
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@ -204,7 +215,7 @@ func new_move_actor_as_desired(_delta :float,
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else: ## No longer applying acceleration
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else: ## No longer applying acceleration
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## Neutralize the inertia? but how?
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## Neutralize the inertia? but how?
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## Recalc the acceleration with inertia
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## Recalc the acceleration with inertia
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var friction :Vector2
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#var friction :Vector2
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friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
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friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
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if friction.x != 0.0: ## No dapening acceleration applies
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if friction.x != 0.0: ## No dapening acceleration applies
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if calc_inertia.x > h_speed.x: ## Inertia is higher than the base speed (slow it down)
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if calc_inertia.x > h_speed.x: ## Inertia is higher than the base speed (slow it down)
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@ -229,12 +240,21 @@ func new_move_actor_as_desired(_delta :float,
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## Another idea, just return the calculated velocity in PPS
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## Another idea, just return the calculated velocity in PPS
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## For now, y component of velocity is just gravity
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## For now, y component of velocity is just gravity
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calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
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#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
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calc_inertia.y = velocity.y
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calc_inertia.y += movement_params["_gravity"] * _delta
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calc_velocity.y = calc_inertia.y
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## calc x component of felicty
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## calc x component of felicty
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## Can't do it this way when we have initia
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#calc_velocity.x = calc_inertia.x * move_direction.x
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if calc_inertial_dir.x != 0:
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if calc_inertial_dir.x != 0:
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calc_velocity.x = calc_inertia.x * calc_inertial_dir.x
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calc_velocity.x = calc_inertia.x * calc_inertial_dir.x
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else:
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else:
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calc_velocity.x = calc_inertia.x * move_direction.x
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calc_velocity.x = calc_inertia.x * move_direction.x
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calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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@ -242,7 +262,7 @@ func new_move_actor_as_desired(_delta :float,
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"\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) +
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"\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) +
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"\nInertia_Calc: {0}, {1}".format({"0":"%5.2f" % calc_inertia.x, "1":"%5.2f" % calc_inertia.y}) +
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"\nInertia_Calc: {0}, {1}".format({"0":"%5.2f" % calc_inertia.x, "1":"%5.2f" % calc_inertia.y}) +
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"\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) +
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"\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) +
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"\nAccel: {0}, {1}".format({"0":"%5.2f" % acceleration.x, "1":"%5.2f" % acceleration.y}) +
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"\nFriction: {0}, {1}".format({"0":"%5.2f" % friction.x, "1":"%5.2f" % friction.y}) +
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"\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) +
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"\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) +
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#"\nLength: " + str(velocity.length()) +
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#"\nLength: " + str(velocity.length()) +
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@ -285,6 +305,7 @@ func resolve_h_acceleration(_params :Dictionary, _speed :Vector2, _move_directio
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else:
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else:
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_acceleration = _params["_base_h_move_acceleration"]
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_acceleration = _params["_base_h_move_acceleration"]
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#_acceleration *= sign(_move_direction)
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## Well this didn't work
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## Well this didn't work
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#_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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#_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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@ -402,26 +423,25 @@ func move_actor_as_desired( x_move_direction_override: float = 0):
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# If we're no longer tryingg to move int the direction of our movement and momentum.
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# If we're no longer tryingg to move int the direction of our movement and momentum.
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if sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0:
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if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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# Maybe we can compare the direction of the acceleration
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# Maybe we can compare the direction of the acceleration
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# The direction of the acceleration should usually be positive at this point.
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# The direction of the acceleration should usually be positive at this point.
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# when the modifier is negative.
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# when the modifier is negative.
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if sign(move_direction) == sign(current_x_velocity):
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if sign(move_direction) == sign(current_x_velocity):
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if sign(acceleration.x) == sign(momentum.x):
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if sign(acceleration.x) == sign(momentum.x):
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print("Whoh Woah")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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acceleration.x *= -1
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# print("Whoh Woah")
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# Flip the direction of the acceleration
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if (sign(desired_movement_vector.x) == -1 and
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if (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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sign(current_x_velocity) == -1):
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print("be more opposite")
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print_debug("be more opposite")
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# if sign(_move_speed_modifier) == 1: # increased speed modifier
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# print("faster faster.")
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elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
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elif sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0:
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print('why')
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if sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0:
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if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
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print("Step it up!")
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#print("Step it up!")
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# Flip the direction of the acceleration
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# Flip the direction of the acceleration
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acceleration.x *= -1
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acceleration.x *= -1
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