From 76490cde2af5d2ef71bf4c6474c38fdb4b236e17 Mon Sep 17 00:00:00 2001 From: Jorge Lopez Seijas Date: Tue, 13 Dec 2016 21:18:38 +0100 Subject: Simplifying animation function --- .../main.lua | 33 ++++++++-------------- 1 file changed, 12 insertions(+), 21 deletions(-) diff --git a/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua b/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua index a938243..f1fa96f 100644 --- a/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua +++ b/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua @@ -147,30 +147,21 @@ end function love.update(dt) nextTime = nextTime + (1 / fps) - animation = function(character, metaSprites, dt) - local frameStart = function() - character.currentFrame = 1 - end - local frameCounter = function() - character.currentFrame = character.currentFrame + 1 - end - local animationStart = function() - character.elapsedTime = character.elapsedTime + dt - end - local animationCounter = function() - if character.elapsedTime >= (1 / character.fps) then - character.elapsedTime = character.elapsedTime - (1 / character.fps) - if character.currentFrame == # character then - frameStart() - else - frameCounter() - end + animation = function(quad, metaSprites, dt) + --Increase actual elapsed time with new dt + quad.elapsedTime = quad.elapsedTime + dt --AnimationStart + + --In order to know if it is necessary to change the frame + if quad.elapsedTime >= (1 / quad.fps) then + quad.elapsedTime = quad.elapsedTime - (1 / quad.fps) + if quad.currentFrame == # quad then --If current frame is equal to long quad list + quad.currentFrame = 1 -- Return to first frame + else + quad.currentFrame = quad.currentFrame + 1 --Next frame end end - animationStart() - animationCounter() - metaSprites.quad = character[character.currentFrame] + metaSprites.quad = quad[quad.currentFrame] --Update with new fame end animation(quad.bola, metaSprites.bola, dt) -- cgit v1.2.3