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authorAndré Fabian Silva Delgado <emulatorman@parabola.nu>2016-12-13 17:59:50 -0300
committerAndré Fabian Silva Delgado <emulatorman@parabola.nu>2016-12-13 17:59:50 -0300
commit012f66db6d8d01df344b44788aaece7e07ee9be6 (patch)
treed69ce141efb3e8c9de014368e2fcadba5cc7de64
parent76490cde2af5d2ef71bf4c6474c38fdb4b236e17 (diff)
Rename quad to sprite
-rw-r--r--src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua40
1 files changed, 20 insertions, 20 deletions
diff --git a/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua b/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua
index f1fa96f..fff4f5d 100644
--- a/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua
+++ b/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua
@@ -70,13 +70,13 @@ function love.load()
actionB = false,
},
}
- quad = {
+ sprite = {
bola = require 'stand',
}
end
function love.keypressed(key, scancode)
- keypressed = function(character, metaSprites, quad, key, scancode)
+ keypressed = function(character, metaSprites, sprite, key, scancode)
if scancode == button.quit then
love.event.quit()
end
@@ -85,7 +85,7 @@ function love.keypressed(key, scancode)
character.actionA = true
character.actionDown = false
character.actionUp = false
- quad = require 'jump'
+ sprite = require 'jump'
end
if scancode == button.left then
@@ -104,7 +104,7 @@ function love.keypressed(key, scancode)
character.actionDown = true
end
end
- keypressed(character.bola, metaSprites.bola, quad.bola, key, scancode)
+ keypressed(character.bola, metaSprites.bola, sprite.bola, key, scancode)
end
function love.keyreleased(key, scancode)
@@ -147,23 +147,23 @@ end
function love.update(dt)
nextTime = nextTime + (1 / fps)
- animation = function(quad, metaSprites, dt)
+ animation = function(sprite, metaSprites, dt)
--Increase actual elapsed time with new dt
- quad.elapsedTime = quad.elapsedTime + dt --AnimationStart
+ sprite.elapsedTime = sprite.elapsedTime + dt --AnimationStart
--In order to know if it is necessary to change the frame
- if quad.elapsedTime >= (1 / quad.fps) then
- quad.elapsedTime = quad.elapsedTime - (1 / quad.fps)
- if quad.currentFrame == # quad then --If current frame is equal to long quad list
- quad.currentFrame = 1 -- Return to first frame
+ if sprite.elapsedTime >= (1 / sprite.fps) then
+ sprite.elapsedTime = sprite.elapsedTime - (1 / sprite.fps)
+ if sprite.currentFrame == # sprite then --If current frame is equal to long sprite list
+ sprite.currentFrame = 1 -- Return to first frame
else
- quad.currentFrame = quad.currentFrame + 1 --Next frame
+ sprite.currentFrame = sprite.currentFrame + 1 --Next frame
end
end
- metaSprites.quad = quad[quad.currentFrame] --Update with new fame
+ metaSprites.quad = sprite[sprite.currentFrame] --Update with new fame
end
- animation(quad.bola, metaSprites.bola, dt)
+ animation(sprite.bola, metaSprites.bola, dt)
motion = function(character, metaSprites, dt)
if character.jump.higher > 0 and character.actionA == true then
@@ -174,35 +174,35 @@ function love.update(dt)
end
if character.actionLeft == true and character.actionRight == false then
- quad.bola = require 'walk'
+ sprite.bola = require 'walk'
character.position.x = character.position.x - (character.velocity * dt)
character.scale.x = -1
end
if character.actionRight == true and character.actionLeft == false then
- quad.bola = require 'walk'
+ sprite.bola = require 'walk'
character.position.x = character.position.x + (character.velocity * dt)
character.scale.x = 1
end
if character.actionUp == true and character.actionDown == false then
- quad.bola = require 'walk'
+ sprite.bola = require 'walk'
character.position.y = character.position.y - (character.velocity * dt)
character.jump.ground = character.position.y
end
if character.actionDown == true and character.actionUp == false then
- quad.bola = require 'walk'
+ sprite.bola = require 'walk'
character.position.y = character.position.y + (character.velocity * dt)
character.jump.ground = character.position.y
end
if character.actionUp == true and character.actionDown == true then
- quad.bola = require 'stand'
+ sprite.bola = require 'stand'
elseif character.actionLeft == true and character.actionRight == true then
- quad.bola = require 'stand'
+ sprite.bola = require 'stand'
elseif character.actionLeft == false and character.actionRight == false and character.actionUp == false and character.actionDown == false then
- quad.bola = require 'stand'
+ sprite.bola = require 'stand'
end
end
motion(character.bola, metaSprites.bola, dt)