void Player::jumpFirst() {
    changePrimaryState(jumping);
    setJumpCount(0);
    flapCount = -1;
    physicsComp->useFric(false);
    physicsComp->useGrav(true);
}
Exemple #2
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void Player::toggleGrounded(bool a_grounded) {
	onGround = a_grounded;
	setJumpCount(0);
}