update.motion = function(dt) game.animation(character.bola.stand, dt) metaSprites.bola.quad = character.bola.stand[character.bola.stand.currentFrame] if character.bola.jump.higher > 0 and character.bola.actionA == true then jump(dt) end if character.bola.actionLeft == true and character.bola.actionRight == false then walkLeft(dt) end if character.bola.actionRight == true and character.bola.actionLeft == false then walkRight(dt) end if character.bola.actionLeft == true and character.bola.actionRight == true then stand(dt) end if character.bola.actionUp == true and character.bola.actionDown == false then walkUp(dt) end if character.bola.actionDown == true and character.bola.actionUp == false then walkDown(dt) end if character.bola.actionUp == true and character.bola.actionDown == true then stand(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) -- game.animation(character.bola.jump, dt) -- metaSprites.bola.quad = character.bola.jump[character.bola.jump.currentFrame] end end function stand(dt) game.animation(character.bola.stand, dt) metaSprites.bola.quad = character.bola.stand[character.bola.stand.currentFrame] end function walkLeft(dt) character.bola.position.x = character.bola.position.x - (character.bola.velocity * dt) game.animation(character.bola.walk, dt) metaSprites.bola.quad = character.bola.walk[character.bola.walk.currentFrame] character.bola.scale.x = -1 end function walkRight(dt) character.bola.position.x = character.bola.position.x + (character.bola.velocity * dt) game.animation(character.bola.walk, dt) metaSprites.bola.quad = character.bola.walk[character.bola.walk.currentFrame] 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 game.animation(character.bola.walk, dt) metaSprites.bola.quad = character.bola.walk[character.bola.walk.currentFrame] end function walkDown(dt) character.bola.position.y = character.bola.position.y + (character.bola.velocity * dt) character.bola.jump.ground = character.bola.position.y game.animation(character.bola.walk, dt) metaSprites.bola.quad = character.bola.walk[character.bola.walk.currentFrame] end