diff options
Diffstat (limited to 'src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua')
-rw-r--r-- | src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua | 197 |
1 files changed, 0 insertions, 197 deletions
diff --git a/src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua b/src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua deleted file mode 100644 index 903809e..0000000 --- a/src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua +++ /dev/null @@ -1,197 +0,0 @@ -local motionModule = {} - -menu = false - -function motionModule.motion(dt) - if love.keyboard.isDown(button.start) then - if menu == true then - accept(dt) - elseif menu == false then - pause(dt) - end - elseif love.keyboard.isDown(button.select) then - if arcade == true then - coin(dt) - elseif arcade == false then - if menu == true then - select(dt) - end - end - elseif love.keyboard.isDown(button.a) then - if menu == true then - accept(dt) - elseif menu == false then - jump(dt) - end - elseif love.keyboard.isDown(button.b) then - if menu == true then - if acceptOnly == true then - accept(dt) - elseif acceptOnly == false then - if gameContinue == true then - dropContinueCount(dt) - elseif gameContinue == false then - cancel(dt) - end - end - elseif menu == false then - if ground == true then - hitGround(dt) - elseif ground == false then - hitAir(dt) - end - end - elseif love.keyboard.isDown(button.left, button.right, button.up, button.down) then - if menu == true then - if love.keyboard.isDown(button.left) then - selectLeft(dt) - elseif love.keyboard.isScancodeDown(button.right) then - selectRight(dt) - end - if love.keyboard.isScancodeDown(button.up) then - selectUp(dt) - elseif love.keyboard.isScancodeDown(button.down) then - selectDown(dt) - end - elseif menu == false then - if love.keyboard.isDown(button.left) then - walkLeft(dt) - elseif love.keyboard.isScancodeDown(button.right) then - walkRight(dt) - end - if love.keyboard.isScancodeDown(button.up) then - walkUp(dt) - elseif love.keyboard.isScancodeDown(button.down) then - walkDown(dt) - end - end - else - stand(dt) - end -end - -function configuration(dt) -end - -function coin(dt) -end - -function accept(dt) -end - -function cancel(dt) -end - -function select(dt) -end - -function dropContinueCount(dt) -end - -function pause(dt) -end - -function jump(dt) - if character.bola.jump.velocity == 0 then - character.bola.jump.velocity = character.bola.jump.height - end - - if character.bola.jump.velocity ~= 0 then - character.bola.position.y = character.bola.position.y + (character.bola.jump.velocity * dt) - character.bola.jump.velocity = character.bola.jump.velocity - (character.bola.gravity * dt) - end - - if character.bola.position.y > character.bola.jump.ground then - character.bola.jump.velocity = 0 - character.bola.position.y = character.bola.jump.ground - end - - quad = { - bola = character.bola.jump[math.floor(character.bola.jump.start)] - } -end - -function hitGround(dt) -end - -function hitAir(dt) -end - -function selectLeft(dt) -end - -function selectRight(dt) -end - -function selectUp(dt) -end - -function selectDown(dt) -end - -function walkLeft(dt) - character.bola.acceleration = character.bola.acceleration + dt - if character.bola.position.x >= character.bola.origin.x then - if character.bola.acceleration < 3 then - character.bola.position.x = character.bola.position.x - (character.bola.velocity * dt) - character.bola.acceleration - else - character.bola.position.x = character.bola.position.x - (character.bola.velocity * dt) - 3 - end - end - quad = { - bola = character.bola.walk[math.floor(character.bola.walk.start)] - } - character.bola.scale.x = -1 -end - -function walkRight(dt) - character.bola.acceleration = character.bola.acceleration + dt - if character.bola.position.x <= windowProfile.mode.width - character.bola.origin.x then - if character.bola.acceleration < 3 then - character.bola.position.x = character.bola.position.x + (character.bola.velocity * dt) + character.bola.acceleration - else - character.bola.position.x = character.bola.position.x + (character.bola.velocity * dt) + 3 - end - end - quad = { - bola = character.bola.walk[math.floor(character.bola.walk.start)] - } - character.bola.scale.x = 1 -end - -function walkUp(dt) - character.bola.acceleration = character.bola.acceleration + dt - if character.bola.position.y >= character.bola.origin.y then - if character.bola.acceleration < 3 then - character.bola.position.y = character.bola.position.y - (character.bola.velocity * dt) - character.bola.acceleration - else - character.bola.position.y = character.bola.position.y - (character.bola.velocity * dt) - 3 - end - end - quad = { - bola = character.bola.walk[math.floor(character.bola.walk.start)] - } -end - -function walkDown(dt) - character.bola.acceleration = character.bola.acceleration + dt - if character.bola.position.y <= windowProfile.mode.height - character.bola.origin.y then - if character.bola.acceleration < 3 then - character.bola.position.y = character.bola.position.y + (character.bola.velocity * dt) + character.bola.acceleration - else - character.bola.position.y = character.bola.position.y + (character.bola.velocity * dt) + 3 - end - end - quad = { - bola = character.bola.walk[math.floor(character.bola.walk.start)] - } -end - -function stand(dt) - character.bola.acceleration = 0 - quad = { - bola = character.bola.stand[math.floor(character.bola.stand.start)] - } -end - -return motionModule |