summaryrefslogtreecommitdiff
path: root/src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua
diff options
context:
space:
mode:
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.lua37
1 files changed, 26 insertions, 11 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
index fcb617c..903809e 100644
--- 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
@@ -21,9 +21,7 @@ function motionModule.motion(dt)
if menu == true then
accept(dt)
elseif menu == false then
- if ground == true then
- jump(dt)
- end
+ jump(dt)
end
elseif love.keyboard.isDown(button.b) then
if menu == true then
@@ -94,6 +92,23 @@ 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)
@@ -118,9 +133,9 @@ 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.speed * dt) - character.bola.acceleration
+ 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.speed * dt) - 3
+ character.bola.position.x = character.bola.position.x - (character.bola.velocity * dt) - 3
end
end
quad = {
@@ -133,9 +148,9 @@ 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.speed * dt) + character.bola.acceleration
+ 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.speed * dt) + 3
+ character.bola.position.x = character.bola.position.x + (character.bola.velocity * dt) + 3
end
end
quad = {
@@ -148,9 +163,9 @@ 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.speed * dt) - character.bola.acceleration
+ 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.speed * dt) - 3
+ character.bola.position.y = character.bola.position.y - (character.bola.velocity * dt) - 3
end
end
quad = {
@@ -162,9 +177,9 @@ 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.speed * dt) + character.bola.acceleration
+ 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.speed * dt) + 3
+ character.bola.position.y = character.bola.position.y + (character.bola.velocity * dt) + 3
end
end
quad = {