local motionModule = {} menu = false function motionModule.motion(dt) if love.keyboard.isDown(button.start) then if menu == true then accept(dt) elseif menu == false then pause(dt) end elseif love.keyboard.isDown(button.select) then if arcade == true then coin(dt) elseif arcade == false then if menu == true then select(dt) end end elseif love.keyboard.isDown(button.a) then if menu == true then accept(dt) elseif menu == false then jump(dt) end elseif love.keyboard.isDown(button.b) then if menu == true then if acceptOnly == true then accept(dt) elseif acceptOnly == false then if gameContinue == true then dropContinueCount(dt) elseif gameContinue == false then cancel(dt) end end elseif menu == false then if ground == true then hitGround(dt) elseif ground == false then hitAir(dt) end end elseif love.keyboard.isDown(button.left, button.right) then if menu == true then if love.keyboard.isDown(button.left) then selectLeft(dt) elseif love.keyboard.isScancodeDown(button.right) then selectRight(dt) end elseif menu == false then if love.keyboard.isDown(button.left) then walkLeft(dt) elseif love.keyboard.isScancodeDown(button.right) then walkRight(dt) end end else stand(dt) end end function configuration(dt) end function coin(dt) end function accept(dt) end function cancel(dt) end function select(dt) end function dropContinueCount(dt) end function pause(dt) end function hitGround(dt) end function hitAir(dt) end function selectLeft(dt) end function selectRight(dt) end function selectUp(dt) end function selectDown(dt) end function jump(dt) if character.bola.jump.velocity == 0 then character.bola.jump.velocity = character.bola.jump.height end quad = { bola = character.bola.jump[math.floor(character.bola.jump.start)] } end function walkLeft(dt) if character.bola.position.x >= character.bola.origin.x then character.bola.position.x = character.bola.position.x - (character.bola.velocity * dt) end quad = { bola = character.bola.walk[math.floor(character.bola.walk.start)] } character.bola.scale.x = -1 end function walkRight(dt) if character.bola.position.x <= windowProfile.mode.width - character.bola.origin.x then character.bola.position.x = character.bola.position.x + (character.bola.velocity * dt) end quad = { bola = character.bola.walk[math.floor(character.bola.walk.start)] } character.bola.scale.x = 1 end function stand(dt) quad = { bola = character.bola.stand[math.floor(character.bola.stand.start)] } end return motionModule