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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
crouch(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 = {
bola = 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 = {
bola = character.bola.walk[math.floor(character.bola.walk.start)]
}
character.bola.scale.x = 1
end
function crouch(dt)
character.bola.acceleration = 0
transform.bola.origin.y = character.bola.origin.crouch.y[math.floor(character.bola.crouch.start)]
quad = {
bola = character.bola.crouch[math.floor(character.bola.crouch.start)]
}
end
function stand(dt)
character.bola.acceleration = 0
quad = {
bola = character.bola.stand[math.floor(character.bola.stand.start)]
}
end
return motionModule
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