anchor.diff:  		}
   		else
   		moving = false;
  -
   		//primitive jumping
   		if (playerInput.jumpKey == true && !jumping && !climbingUp && !climbingDown)
   		{
  -			Random rand = new Random();
  -			if(rand.nextInt(4) == 3)
  -			yVel = -1200;
  -			else
  -			yVel = -900;
  +			if(jumpcount == 2) {
  +				yVel = -1200;
  +				jumpcount = 0;
  +			}
  +			else {
  +				jumpcount++;
  +				new Timer(new Duration(seconds:4), () => jumpcount = 0);
  +				yVel = -900;
  +			}
   			jumping = true;
   		}
  -
  +		
   		//needs acceleration, some gravity const somewhere
  -		//for jumps/falling
  +		//for jumps/falling	    
   		if(doPhysicsApply && !climbingUp && !climbingDown)
   		{
   			yVel -= yAccel * dt;
  
positive.code: 			}
  			activeClimb = false;
  		}
  
  		if(playerInput.rightKey == true)
  		{
  			posX += speed * dt;
  
negative.code: 			if(playerInput.upKey == true)
  			posY -= speed * dt;
  		}
  		
  		if(posX < 0)
  		posX = 0.0;
  		if(posX > currentStreet.bounds.width - width)
  		posX = currentStreet.bounds.width - width;
  		
  		//check for collisions with platforms
  		if(doPhysicsApply && !climbingDown && yVel >= 0)
  		{
  