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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
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