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			@ -73,16 +73,16 @@ function Player:Smart()
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    if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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    if keybind:Check(keybind.moveLeft) then
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    if Keybind:Check(Keybind.move.left) then
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      self.move_x = -self.moveSpeed
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    elseif keybind:Check(keybind.moveRight) then
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    elseif Keybind:Check(Keybind.move.right) then
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      self.move_x = self.moveSpeed
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    else
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      self.move_x = 0
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    end
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    self.vel.x = self.vel.x
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    if keybind:Check(keybind.moveJump) then
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    if Keybind:Check(Keybind.move.jump) then
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      if self.isOnGround then
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        self.vel.y = -self.jumpImpulse
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      end
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			@ -90,18 +90,18 @@ function Player:Smart()
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  end
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  self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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  if keybind:Check(keybind.moveDash) then
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  if Keybind:Check(Keybind.move.dash) then
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    if self.dashCooldownTimer == 0
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    and not self.isDashing
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    and self.dashCount > 0 then
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      self.dashCount = self.dashCount - 1
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      self.isDashing = true
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      local vertical = 0
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      if keybind:Check(keybind.moveDown) then vertical = vertical + 1 end
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      if keybind:Check(keybind.moveUp) then vertical = vertical - 1 end
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      if Keybind:Check(Keybind.move.down) then vertical = vertical + 1 end
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      if Keybind:Check(Keybind.move.up) then vertical = vertical - 1 end
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      local horizontal = 0
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      if keybind:Check(keybind.moveRight) then horizontal = horizontal + 1 end
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      if keybind:Check(keybind.moveLeft) then horizontal = horizontal - 1 end
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      if Keybind:Check(Keybind.move.right) then horizontal = horizontal + 1 end
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      if Keybind:Check(Keybind.move.left) then horizontal = horizontal - 1 end
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      if horizontal == 0 and vertical == 0 then
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        horizontal = self.sprite_flip.x
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			@ -1,7 +1,9 @@
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keybind = {}
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Keybind = {}
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Keybind.move = {}
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Keybind.menu = {}
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function keybind:Check(key)
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  for _, keyname in pairs(key) do
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function Keybind:Check(action)
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  for _, keyname in pairs(action) do
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    if type(keyname) == "string" then
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      if love.keyboard.isDown(keyname) then return true end
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    else
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			@ -11,11 +13,36 @@ function keybind:Check(key)
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  return false
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end
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function Keybind:Colision(cat, key)
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  for _, action in pairs(cat) do
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    for _, keyname in pairs(action) do
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      if key == keyname then return true end
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    end
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  end
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  return false
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end
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keybind.moveLeft = {"left", "a"}
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keybind.moveRight = {"right", "d"}
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keybind.moveUp = {"up", "w"}
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keybind.moveDown = {"down", "s"}
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keybind.moveJump = {"z", "space"}
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keybind.moveAttack = {"x", 1}
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keybind.moveDash = {"c", 2}
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function Keybind:Add(action, key)
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  table.insert(action, key)
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end
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function Keybind:Change(action, position, key)
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  action[position] = key
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end
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function Keybind:Remove(action)
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  action = {}
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end
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function Keybind:Default()
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  Keybind.move.left = {"left", "a"}
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  Keybind.move.right = {"right", "d"}
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  Keybind.move.up = {"up", "w"}
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  Keybind.move.down = {"down", "s"}
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  Keybind.move.jump = {"z", "space"}
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  Keybind.move.attack = {"x", 1}
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  Keybind.move.dash = {"c", 2}
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end
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-- Set default values at start
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Keybind:Default()
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