save gravity to object to reduce stack usage
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@ -5,15 +5,17 @@ using System.Collections.Generic;
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public class Player : KinematicBody2D
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{
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[Export]
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private bool _isInvincible { get; set; } = false;
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private bool _isInvincible = false;
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[Export]
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private bool _canDoubleJump { get; set; } = true;
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private bool _canDoubleJump = true;
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[Export]
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private bool _cayoteTime { get; set; } = true;
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private bool _cayoteTime = true;
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[Export]
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private int _maxWalkSpeed { get; set; } = 50;
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private int _maxWalkSpeed = 50;
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[Export]
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private int _maxRunSpeed { get; set; } = 150;
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private int _maxRunSpeed = 150;
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[Export]
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private int _gravity = (int) ProjectSettings.GetSetting("physics/2d/default_gravity");
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private Event _eventBus;
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private Vector2 _velocity;
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private AnimatedSprite _sprite;
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@ -101,7 +103,7 @@ public class Player : KinematicBody2D
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private void ApplyGravity(float delta)
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{
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_velocity.y += (int) ProjectSettings.GetSetting("physics/2d/default_gravity") * delta * 5;
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_velocity.y += (int) _gravity * delta * 5;
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}
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private void EnterState(State state)
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