Update level name and refactor player rotation handling; add rotation target variable
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@@ -17,6 +17,7 @@ var previous_velocity: Vector2 = Vector2.ZERO
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@export var coyote_mode: bool = false
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@export var was_last_floor: bool = false
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@export var jump_sfx: AudioStreamPlayer2D
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@export var rotation_target: Node2D
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@onready var jump_velocity: float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
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@onready var jump_gravity: float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
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@@ -30,11 +31,11 @@ func _ready() -> void:
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func _process(_delta):
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if velocity.x > 0.0:
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root.rotation = deg_to_rad(-10)
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rotation_target.rotation = deg_to_rad(-10)
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elif velocity.x < 0.0:
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root.rotation = deg_to_rad(10)
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rotation_target.rotation = deg_to_rad(10)
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else:
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root.rotation = 0
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rotation_target.rotation = 0
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func _physics_process(delta):
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