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authorcoadde [Márcio Alexandre Silva Delgado] <coadde@parabola.nu>2016-11-23 12:12:58 -0300
committercoadde [Márcio Alexandre Silva Delgado] <coadde@parabola.nu>2016-11-23 12:14:25 -0300
commit7853adfc09561c1754baf6c67c7e1dab3887a43d (patch)
tree20b52a7745d6a317b537567f4fb9a2b7ea99af9a
parent4c2962342419d22095e2ef108b0626f3ba596bae (diff)
Rename stand, walk and crouch (eg. spriteStand -> stand)
-rw-r--r--test0/main.lua34
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