local motionModule = {} function motionModule.motion(dt) if love.keyboard.isDown(button.left) then left(dt) elseif love.keyboard.isDown(button.right) then right(dt) elseif love.keyboard.isDown(button.down) then down(dt) else stand(dt) end end function left(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 else character.bola.position.x = character.bola.position.x - (character.bola.speed * dt) - 3 end end quad = character.bola.walk[math.floor(character.bola.walk.start)] character.bola.scale.x = -1 end function right(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 else character.bola.position.x = character.bola.position.x + (character.bola.speed * dt) + 3 end end quad = character.bola.walk[math.floor(character.bola.walk.start)] character.bola.scale.x = 1 end function down(dt) character.bola.acceleration = 0 transform.bola.origin.y = character.bola.origin.y - character.bola.origin.y quad = character.bola.crouch[1] end function stand(dt) character.bola.acceleration = 0 quad = character.bola.stand[math.floor(character.bola.stand.start)] end return motionModule