player movement is complete!! 
went on vacation, so fell behind a bit, but finally got this done. I spent a lot of time thinking on how to make player movement good, and then thought of my BOTW playthroughs, where you can either hold your attack and have a powerful slash, or click fast and hit three in a row.
First addition!:
Ground pounds were pretty interesting, all it does is forces the player down hard if they attack in the air, decreases stamina, and then hits the ground, I added a dust cloud that explodes when he hits the ground, which just plays the animation and then disappears.
I had to do some fenagling with this because the code knows when to start the animation because the player will be ground pounding and on the ground, which starts the poof and then stops ground pounding, which also keeps the animation from playing multiple times.
SECOND:
Annoying stupid player attacks. 
Tried to finish this in a day, so I was working till 11:00 at night, but I got the animations done and what not. When the player hits/holds the attack button, it starts a stopwatch that increases, when the player releases the button, depending on the time on this timer, it will either play the first of 3 quick attacks or the big attack, which does more damage. If the quick attacks are chosen, the first one will play, three things happen when thats starts, 2 timers start, and player velocity increases to 500.
at the end of the attack, there are three things can happen, the player can wait until the animation ends, they can attack again, or they can walk to reset the attack earlier than waiting, the first timer forces the player to wait to cancel the attack by walking, and the second one stops their velocity so they jolt forward.
at the end of the animation, a function is played that:
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starts the reset timer for the attack
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A variable increases that sets the next attack to be the second or third in the sequence, instead of the first
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and a if statement that resets the variable to 0 if it gets to 3.
Theres some other details for weird situations, like falling off the edge and ground pounding while attacking, or the variable not resetting weirdly. But all of that was like an hour.
Thanks for reading:
Play my game when it comes out so I have a reason to finihs
Also I need a name for the game (please, I suck at naming) 
and go play Legend of Zelda (or Just Cause 3) (or research operation Just Cause) #USinvadinglatinamericaAGAINfornoreason 
P.S (I was gonking on being up till eleven, but I did like 3 hours of animating and coding in like 30 minutes while being food deprived and barely awake because deadlines = lock in, so if you need to lock in just don’t sleep ig
)
also, I’m technically not done ‘cause ma boy needs a sawed off before I’m done here Yee Haw 
. I really just had a piece of code that asks, “did ya click the crouch button?” and if so, it toggles crouch. IF (and only if!) the crouch is on (or “true”) the idle and walk animations are switched to their respective crouch variants, and the normal player hitbox is replaced by a shorter-er-est one.
so I just turned good ’ol collision mask/layer 20 into the super-cool (ALL-NEW
!!) “player raycast collision!!!” which just only lets them interact with the floor and boxes, so yippee
but I got a lot done, mostly just some serious drawing. I finished some tiles for the first and second levels, and some tiles for the next three.
(very bad) Theres was already a variable to detect if the player was being hit that was used for testing, so I just implemented that to play the injury animations. i also detected if the players health was zero or below after being hit, and if so it would make the player play the death animation instead of the injury. I have currently unimplemented animations for a before-death injured player, so after they are hit for the last time they will stand for a bit before collapsing.


the codes really just the same as the player attacking the enemies. Theres a hurtbox in the player that gets hit by an area in the enemy that makes them take damage.
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