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path: root/src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua
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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.lua197
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