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-rw-r--r--src/gnu_and_bola_brawlers/keypressed/default.lua10
-rw-r--r--src/gnu_and_bola_brawlers/main.lua5
-rw-r--r--src/gnu_and_bola_brawlers/meta_sprites/bola/fall.lua9
-rw-r--r--src/gnu_and_bola_brawlers/meta_sprites/bola/jump.lua7
-rw-r--r--src/gnu_and_bola_brawlers/update/default.lua60
5 files changed, 64 insertions, 27 deletions
diff --git a/src/gnu_and_bola_brawlers/keypressed/default.lua b/src/gnu_and_bola_brawlers/keypressed/default.lua
index b650a5c..c2a779c 100644
--- a/src/gnu_and_bola_brawlers/keypressed/default.lua
+++ b/src/gnu_and_bola_brawlers/keypressed/default.lua
@@ -9,32 +9,22 @@ keypressed.trigger = function(character, images, metaSprite, controller, key, sc
character.actionA = true
character.actionDown = false
character.actionUp = false
- character.jump.currentFrame = 1
- character.jump.fps = 1
end
if scancode == controller.left then
character.actionLeft = true
- character.walk.currentFrame = 1
- character.walk.fps = 9
end
if scancode == controller.right then
character.actionRight = true
- character.walk.currentFrame = 1
- character.walk.fps = 9
end
if scancode == controller.up and character.jump.isJumping == false then
character.actionUp = true
- character.walk.currentFrame = 1
- character.walk.fps = 9
end
if scancode == controller.down and character.jump.isJumping == false then
character.actionDown = true
- character.walk.currentFrame = 1
- character.walk.fps = 9
end
return metaSprite
diff --git a/src/gnu_and_bola_brawlers/main.lua b/src/gnu_and_bola_brawlers/main.lua
index 40299a5..ed70047 100644
--- a/src/gnu_and_bola_brawlers/main.lua
+++ b/src/gnu_and_bola_brawlers/main.lua
@@ -1,6 +1,9 @@
function love.load()
local load = require 'load/default'
load.initialize()
+
+ update = require 'update/default'
+ draw = require 'draw/default'
end
function love.keypressed(key, scancode)
@@ -14,7 +17,6 @@ function love.keyreleased(key, scancode)
end
function love.update(dt)
- local update = require 'update/default'
update.time(dt)
update.animation(metaSprite.bola, images.bola, dt)
metaSprite.bola = update.motion(character.bola, images.bola, metaSprite.bola, dt)
@@ -23,7 +25,6 @@ function love.update(dt)
end
function love.draw()
- local draw = require 'draw/default'
draw.refresh()
draw.object(images.bola, character.bola)
end
diff --git a/src/gnu_and_bola_brawlers/meta_sprites/bola/fall.lua b/src/gnu_and_bola_brawlers/meta_sprites/bola/fall.lua
index fae18b0..da1e404 100644
--- a/src/gnu_and_bola_brawlers/meta_sprites/bola/fall.lua
+++ b/src/gnu_and_bola_brawlers/meta_sprites/bola/fall.lua
@@ -1,8 +1,15 @@
+--[[ Collection of sprites and parameters to perform the fall movement ]]--
+
return {
+ love.graphics.newQuad(images.bola.x * 6, images.bola.y * 2, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 7, images.bola.y * 2, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 8, images.bola.y * 2, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
love.graphics.newQuad(images.bola.x * 9, images.bola.y * 2, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 5, images.bola.y * 3, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 6, images.bola.y * 3, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
currentFrame = 1,
elapsedTime = 0,
- fps = 1,
+ fps = 9,
height = -250,
velocity = 0,
ground = windowProfile.mode.height / 2,
diff --git a/src/gnu_and_bola_brawlers/meta_sprites/bola/jump.lua b/src/gnu_and_bola_brawlers/meta_sprites/bola/jump.lua
index fd7e8d0..efa1962 100644
--- a/src/gnu_and_bola_brawlers/meta_sprites/bola/jump.lua
+++ b/src/gnu_and_bola_brawlers/meta_sprites/bola/jump.lua
@@ -1,10 +1,15 @@
--[[ Collection of sprites and parameters to perform the jump movement ]]--
return {
+ love.graphics.newQuad(images.bola.x * 5, images.bola.y * 1, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 6, images.bola.y * 1, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 7, images.bola.y * 1, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 8, images.bola.y * 1, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
+ love.graphics.newQuad(images.bola.x * 9, images.bola.y * 1, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
love.graphics.newQuad(images.bola.x * 5, images.bola.y * 2, images.bola.x, images.bola.y, images.bola[1]:getDimensions()),
currentFrame = 1,
elapsedTime = 0,
- fps = 1,
+ fps = 9,
height = -250,
velocity = 0,
ground = windowProfile.mode.height / 2,
diff --git a/src/gnu_and_bola_brawlers/update/default.lua b/src/gnu_and_bola_brawlers/update/default.lua
index 8f37f6c..b14349b 100644
--- a/src/gnu_and_bola_brawlers/update/default.lua
+++ b/src/gnu_and_bola_brawlers/update/default.lua
@@ -23,48 +23,82 @@ update.animation = function(metaSprite, images, dt)
end
update.motion = function(character, images, metaSprite, dt)
- if character.actionUp == true and character.actionDown == true then
- metaSprite = character.stand
- elseif character.actionLeft == true and character.actionRight == true then
- metaSprite = character.stand
- elseif character.actionLeft == false and character.actionRight == false and character.actionUp == false and character.actionDown == false and character.actionA == false then
- metaSprite = character.stand
+ -- Check if press button up/down, left/right at same time, no button press and character is not jumping then metaSprite is stand
+ if ((character.actionUp == true and character.actionDown == true) or (character.actionLeft == true and character.actionRight == true) or (character.actionLeft == false and character.actionRight == false and character.actionUp == false and character.actionDown == false)) and character.actionA == false and character.jump.isJumping == false then
+ if metaSprite ~= character.stand then
+ print("(update.motion) -> load stand meta sprite")
+ metaSprite = character.stand
+ metaSprite.currentFrame = 1
+ metaSprite.fps = 9
+ end
end
+ -- Check if it is jumping or falling
if character.jump.higher > 0 and character.actionUp == false and character.actionDown == false and character.actionA == true then
- metaSprite = character.jump
+ if metaSprite ~= character.jump then
+ print("(update.motion) -> load jump meta sprite")
+ metaSprite = character.jump
+ metaSprite.currentFrame = 1
+ metaSprite.fps = 6
+ end
+
if character.jump.limitButtonJump == false then
character.jump.higher = character.jump.higher - dt
character.jump.velocity = character.jump.velocity + character.jump.height * (dt / character.jump.higherMax)
end
- elseif character.jump.higher < 0 and character.actionUp == false and character.actionDown == false and character.actionA == false then
- metaSprite = character.fall
+ elseif (character.jump.velocity > 0 and character.actionUp == false and character.actionDown == false) then
+ if metaSprite ~= character.fall then
+ print("(update.motion) -> load fall meta sprite")
+ metaSprite = character.fall
+ metaSprite.currentFrame = 1
+ metaSprite.fps = 6
+ end
end
+ --Check if left button has been pressed
if character.actionLeft == true and character.actionRight == false then
- if character.jump.higher > 0 and character.actionA == false then
+ if character.jump.higher > 0 and character.actionA == false and character.jump.isJumping == false and metaSprite ~= character.walk then
+ print("(update.motion) -> load walk meta sprite")
metaSprite = character.walk
+ metaSprite.currentFrame = 1
+ metaSprite.fps = 9
end
character.position.x = character.position.x - (character.velocity * dt)
character.scale.x = -1
end
+ --Check if right button has been pressed
if character.actionRight == true and character.actionLeft == false then
- if character.jump.higher > 0 and character.actionA == false then
+ if character.jump.higher > 0 and character.actionA == false and character.jump.isJumping == false and metaSprite ~= character.walk then
+ print("(update.motion) -> load walk meta sprite")
metaSprite = character.walk
+ metaSprite.currentFrame = 1
+ metaSprite.fps = 9
end
character.position.x = character.position.x + (character.velocity * dt)
character.scale.x = 1
end
+ --Check if up button has been pressed
if character.actionUp == true and character.actionDown == false then
- metaSprite = character.walk
+ if metaSprite ~= character.walk then
+ print("(update.motion) -> load walk meta sprite")
+ metaSprite = character.walk
+ metaSprite.currentFrame = 1
+ metaSprite.fps = 9
+ end
character.position.y = character.position.y - (character.velocity * dt)
character.jump.ground = character.position.y
end
+ --Check if down button has been pressed
if character.actionDown == true and character.actionUp == false then
- metaSprite = character.walk
+ if metaSprite ~= character.walk then
+ print("(update.motion) -> load walk meta sprite")
+ metaSprite = character.walk
+ metaSprite.currentFrame = 1
+ metaSprite.fps = 9
+ end
character.position.y = character.position.y + (character.velocity * dt)
character.jump.ground = character.position.y
end