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path: root/src/gnu_and_bola_-_the_libre_beat_em_up_game/scripts/bola/motion.lua
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local motionModule = {}

function motionModule.motion(dt)
  if character.bola.jump.higher > 0 and love.keyboard.isScancodeDown(button.a) then
    jump(dt)
  else
    character.bola.jump.finishJump = false
  end

  if love.keyboard.isScancodeDown(button.left) then
    walkLeft(dt)
  elseif love.keyboard.isScancodeDown(button.right) then
    walkRight(dt)
  end
  if love.keyboard.isScancodeDown(button.up) then
    walkUp(dt)
  elseif love.keyboard.isScancodeDown(button.down) then
    walkDown(dt)
  end
end

function jump(dt)
    if character.bola.jump.finishJump == 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