local motionModule = {} function motionModule.motion(dt) if character.bola.jump.higher > 0 and character.bola.actionA == true then jump(dt) end if character.bola.actionLeft == true then walkLeft(dt) end if character.bola.actionRight == true then walkRight(dt) end if character.bola.actionUp == true then walkUp(dt) end if character.bola.actionDown == true then walkDown(dt) end end function jump(dt) if character.bola.jump.limitButtonJump == false then character.bola.jump.higher = character.bola.jump.higher - dt character.bola.jump.velocity = character.bola.jump.velocity + character.bola.jump.height * (dt / character.bola.jump.higherMax) -- quad.bola = character.bola.jump[math.floor(character.bola.jump.start)] end end function walkLeft(dt) character.bola.position.x = character.bola.position.x - (character.bola.velocity * dt) quad.bola = character.bola.walk[math.floor(character.bola.walk.start)] character.bola.scale.x = -1 end function walkRight(dt) character.bola.position.x = character.bola.position.x + (character.bola.velocity * dt) quad.bola = character.bola.walk[math.floor(character.bola.walk.start)] character.bola.scale.x = 1 end function walkUp(dt) character.bola.position.y = character.bola.position.y - (character.bola.velocity * dt) character.bola.jump.ground = character.bola.position.y quad.bola = character.bola.walk[math.floor(character.bola.walk.start)] end function walkDown(dt) character.bola.position.y = character.bola.position.y + (character.bola.velocity * dt) character.bola.jump.ground = character.bola.position.y quad.bola = character.bola.walk[math.floor(character.bola.walk.start)] end return motionModule