diff options
author | coadde [Márcio Alexandre Silva Delgado] <coadde@parabola.nu> | 2016-12-15 00:58:39 -0300 |
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committer | coadde [Márcio Alexandre Silva Delgado] <coadde@parabola.nu> | 2016-12-15 00:58:39 -0300 |
commit | ed12f36695b2c30bf2f9fd77c71fcdcbc402e324 (patch) | |
tree | 904ec26ab1f837fe02779e5099f8d997d7d0f6a8 /src/gnu_and_bola_brawlers/main.lua | |
parent | 3657811d78bd811acf25668fe3224806d9b1d6d8 (diff) |
Rename "sprite" to "metaSprite"
Diffstat (limited to 'src/gnu_and_bola_brawlers/main.lua')
-rw-r--r-- | src/gnu_and_bola_brawlers/main.lua | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/gnu_and_bola_brawlers/main.lua b/src/gnu_and_bola_brawlers/main.lua index 3677fd4..a0e406f 100644 --- a/src/gnu_and_bola_brawlers/main.lua +++ b/src/gnu_and_bola_brawlers/main.lua @@ -4,7 +4,7 @@ function love.load() end function love.keypressed(key, scancode) - keypressed = function(character, images, sprite, controller, key, scancode) + keypressed = function(character, images, metaSprite, controller, key, scancode) if scancode == playerController.quit then love.event.quit() end @@ -13,7 +13,7 @@ function love.keypressed(key, scancode) character.actionA = true character.actionDown = false character.actionUp = false - sprite = require 'jump' + metaSprite = require 'jump' end if scancode == controller.left then @@ -32,7 +32,7 @@ function love.keypressed(key, scancode) character.actionDown = true end end - keypressed(character.bola, images.bola, sprite.bola, playerController.player1, key, scancode) + keypressed(character.bola, images.bola, metaSprite.bola, playerController.player1, key, scancode) end function love.keyreleased(key, scancode) @@ -75,25 +75,25 @@ end function love.update(dt) nextTime = nextTime + (1 / fps) - animation = function(sprite, images, dt) + animation = function(metaSprite, images, dt) --Increase actual elapsed time with new dt - sprite.elapsedTime = sprite.elapsedTime + dt --AnimationStart + metaSprite.elapsedTime = metaSprite.elapsedTime + dt --AnimationStart --In order to know if it is necessary to change the 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 + if metaSprite.elapsedTime >= (1 / metaSprite.fps) then + metaSprite.elapsedTime = metaSprite.elapsedTime - (1 / metaSprite.fps) + if metaSprite.currentFrame == # metaSprite then --If current frame is equal to long metaSprite list + metaSprite.currentFrame = 1 -- Return to first frame else - sprite.currentFrame = sprite.currentFrame + 1 --Next frame + metaSprite.currentFrame = metaSprite.currentFrame + 1 --Next frame end end - images.quad = sprite[sprite.currentFrame] --Update with new fame + images.quad = metaSprite[metaSprite.currentFrame] --Update with new fame end - animation(sprite.bola, images.bola, dt) + animation(metaSprite.bola, images.bola, dt) - motion = function(character, images, sprite, dt) + motion = function(character, images, metaSprite, dt) if character.jump.higher > 0 and character.actionA == true then if character.jump.limitButtonJump == false then character.jump.higher = character.jump.higher - dt @@ -102,40 +102,40 @@ function love.update(dt) end if character.actionLeft == true and character.actionRight == false then - sprite = require 'walk' + metaSprite = 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 - sprite = require 'walk' + metaSprite = 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 - sprite = require 'walk' + metaSprite = 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 - sprite = require 'walk' + metaSprite = 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 - sprite = require 'stand' + metaSprite = require 'stand' elseif character.actionLeft == true and character.actionRight == true then - sprite = require 'stand' + metaSprite = require 'stand' elseif character.actionLeft == false and character.actionRight == false and character.actionUp == false and character.actionDown == false then - sprite = require 'stand' + metaSprite = require 'stand' end - return sprite + return metaSprite end - sprite.bola = motion(character.bola, images.bola, sprite.bola, dt) + metaSprite.bola = motion(character.bola, images.bola, metaSprite.bola, dt) gravity = function(character, dt) if character.jump.velocity ~= 0 then |