<commit_before>(function() {
    'use strict';

     /**
      * A generic character
      * @param {Phaser.Game} game   The phaser game instance
      * @param {Number} x           The X-coordinate on which to spawn this character
      * @param {Number} y           The Y-coordinate on which to spawn this character
      * @param {String} texture     The texture key to use on this character
      */
    Game.Character = function(game, x, y, texture, controller) {
        Phaser.Sprite.call(this, game, x, y, texture);

        this.anchor.set(0.5);
        this.game.physics.enable(this, Phaser.Physics.ARCADE);

        this.body.drag = new Phaser.Point(1000, 0);
        // this.body.collideWorldBounds = true;
        this.body.maxVelocity = new Phaser.Point(3000, 2000);

        this.desiredDrag = this.body.drag;

        /**
         * The texture key used in the making of this character
         * @type {String}
         */
        this.textureKey = texture;

        /**
         * The maximum amount of jumps to jump
         * @type {Number}
         */
        this.maxJumps = 1;

        /**
         * The velocity in which the character can walk
         * @type {Number}
         */
        this.walkingVelocity = 500;

        /**<commit_msg>Increased drag to make everything seem not too slippery<commit_after>(function() {
    'use strict';

     /**
      * A generic character
      * @param {Phaser.Game} game   The phaser game instance
      * @param {Number} x           The X-coordinate on which to spawn this character
      * @param {Number} y           The Y-coordinate on which to spawn this character
      * @param {String} texture     The texture key to use on this character
      */
    Game.Character = function(game, x, y, texture, controller) {
        Phaser.Sprite.call(this, game, x, y, texture);

        this.anchor.set(0.5);
        this.game.physics.enable(this, Phaser.Physics.ARCADE);

        this.body.drag = new Phaser.Point(1500, 0);
        // this.body.collideWorldBounds = true;
        this.body.maxVelocity = new Phaser.Point(3000, 2000);

        this.desiredDrag = this.body.drag;

        /**
         * The texture key used in the making of this character
         * @type {String}
         */
        this.textureKey = texture;

        /**
         * The maximum amount of jumps to jump
         * @type {Number}
         */
        this.maxJumps = 1;

        /**
         * The velocity in which the character can walk
         * @type {Number}
         */
        this.walkingVelocity = 500;

        /**
{'fraction_non_alphanumeric': 0.1063664596273292, 'fraction_numerical': 0.014751552795031056, 'mean_word_length': 1.8102508178844057, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2345187', 'n_tokens_mistral': 771, 'n_tokens_neox': 715, 'n_words': 226}