differentiate 'upHeld' from 'jumpHeld' (we may want a different button for going up/down menu and a different button for jumping)
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@@ -50,11 +50,11 @@ struct
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if jumpPressed then (* apply gravity *) FALLING else JUMPING 0
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| _ => prevAxis
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fun getJumpPatches (player, upHeld, downHeld, acc) =
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fun getJumpPatches (player, jumpHeld, downHeld, acc) =
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let
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val {yAxis, jumpPressed, ...} = player
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in
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case (upHeld, downHeld) of
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case (jumpHeld, downHeld) of
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(false, false) =>
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let
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val yAxis = defaultYAxis yAxis
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@@ -205,7 +205,7 @@ struct
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, ...
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} = player
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val {leftHeld, rightHeld, upHeld, downHeld, attackHeld} = input
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val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, jumpHeld} = input
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val xAxis = getXAxis (leftHeld, rightHeld)
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val facing = getFacing (facing, xAxis)
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@@ -225,7 +225,7 @@ struct
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, mainAttackPressed
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)
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val acc = getJumpPatches (player, upHeld, downHeld, acc)
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val acc = getJumpPatches (player, jumpHeld, downHeld, acc)
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in
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acc
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end
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