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fn handle_input(&mut self, ctx: &InputContext) {
let direction = ctx.movement_vector();
let speed = self.base_speed * ctx.delta_time();
self.velocity = direction.normalize() * speed;
self.apply_gravity(&ctx);
}
fn apply_gravity(&mut self, ctx: &InputContext) {
if !self.is_grounded {
self.velocity.y -= 9.81 * ctx.delta_time();
}
}
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