diff options
author | coadde [Márcio Alexandre Silva Delgado] <coadde@parabola.nu> | 2016-11-23 12:12:58 -0300 |
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committer | coadde [Márcio Alexandre Silva Delgado] <coadde@parabola.nu> | 2016-11-23 12:14:25 -0300 |
commit | 7853adfc09561c1754baf6c67c7e1dab3887a43d (patch) | |
tree | 20b52a7745d6a317b537567f4fb9a2b7ea99af9a | |
parent | 4c2962342419d22095e2ef108b0626f3ba596bae (diff) |
Rename stand, walk and crouch (eg. spriteStand -> stand)
-rw-r--r-- | test0/main.lua | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/test0/main.lua b/test0/main.lua index 0edc8e5..9874bf0 100644 --- a/test0/main.lua +++ b/test0/main.lua @@ -56,7 +56,7 @@ function love.load() }, acceleration = 0, speed = 200, - spriteStand = { + stand = { love.graphics.newQuad(sprites.bola.x * 0, sprites.bola.y * 0, sprites.bola.x, sprites.bola.y, sprites.bola.image:getDimensions()), love.graphics.newQuad(sprites.bola.x * 0, sprites.bola.y * 0, sprites.bola.x, sprites.bola.y, sprites.bola.image:getDimensions()), love.graphics.newQuad(sprites.bola.x * 0, sprites.bola.y * 0, sprites.bola.x, sprites.bola.y, sprites.bola.image:getDimensions()), @@ -127,7 +127,7 @@ function love.load() start = 1, fps = 9, }, - spriteWalk = { + walk = { love.graphics.newQuad(sprites.bola.x * 0, sprites.bola.y * 1, sprites.bola.x, sprites.bola.y, sprites.bola.image:getDimensions()), love.graphics.newQuad(sprites.bola.x * 1, sprites.bola.y * 1, sprites.bola.x, sprites.bola.y, sprites.bola.image:getDimensions()), love.graphics.newQuad(sprites.bola.x * 2, sprites.bola.y * 1, sprites.bola.x, sprites.bola.y, sprites.bola.image:getDimensions()), @@ -139,7 +139,7 @@ function love.load() start = 1, fps = 9, }, - spriteCrouch = { + crouch = { love.graphics.newQuad(sprites.bola.x * 2, sprites.bola.y * 2, sprites.bola.x, sprites.bola.y / 2, sprites.bola.image:getDimensions()), start = 1, fps = 9, @@ -157,28 +157,28 @@ end function love.update(dt) nextTime = nextTime + (1 / fps) - character.bola.spriteStand.start = character.bola.spriteStand.start + (dt * character.bola.spriteStand.fps) - character.bola.spriteWalk.start = character.bola.spriteWalk.start + (dt * character.bola.spriteWalk.fps) + character.bola.stand.start = character.bola.stand.start + (dt * character.bola.stand.fps) + character.bola.walk.start = character.bola.walk.start + (dt * character.bola.walk.fps) frames = { bola = { - spriteStand = # character.bola.spriteStand, - spriteWalk = # character.bola.spriteWalk, + stand = # character.bola.stand, + walk = # character.bola.walk, } } - if character.bola.spriteStand.start > frames.bola.spriteStand + 1 then - character.bola.spriteStand.start = 1 + if character.bola.stand.start > frames.bola.stand + 1 then + character.bola.stand.start = 1 end - if character.bola.spriteWalk.start > frames.bola.spriteWalk + 1 then - character.bola.spriteWalk.start = 1 + if character.bola.walk.start > frames.bola.walk + 1 then + character.bola.walk.start = 1 end animation = { bola = { - spriteStand = math.floor(character.bola.spriteStand.start), - spriteWalk = math.floor(character.bola.spriteWalk.start), + stand = math.floor(character.bola.stand.start), + walk = math.floor(character.bola.walk.start), } } @@ -199,7 +199,7 @@ function love.update(dt) character.bola.position.x = character.bola.position.x - (character.bola.speed * dt) - 3 end end - quad = character.bola.spriteWalk[animation.bola.spriteWalk] + quad = character.bola.walk[animation.bola.walk] character.bola.scale.x = -1 elseif love.keyboard.isDown(button.right) then character.bola.acceleration = character.bola.acceleration + dt @@ -210,15 +210,15 @@ function love.update(dt) character.bola.position.x = character.bola.position.x + (character.bola.speed * dt) + 3 end end - quad = character.bola.spriteWalk[animation.bola.spriteWalk] + quad = character.bola.walk[animation.bola.walk] character.bola.scale.x = 1 elseif love.keyboard.isDown(button.down) then character.bola.acceleration = 0 transform.bola.origin.y = character.bola.origin.y - character.bola.origin.y - quad = character.bola.spriteCrouch[1] + quad = character.bola.crouch[1] else character.bola.acceleration = 0 - quad = character.bola.spriteStand[animation.bola.spriteStand] + quad = character.bola.stand[animation.bola.stand] end end |