Added accel to all directions; moved accel to function
This commit is contained in:
		@@ -1,7 +1,13 @@
 | 
			
		||||
require "Tserial"
 | 
			
		||||
 | 
			
		||||
function move(direction)
 | 
			
		||||
function move(void)
 | 
			
		||||
 | 
			
		||||
		-- with acceleration
 | 
			
		||||
		
 | 
			
		||||
			if player.current_speed < player.speed then
 | 
			
		||||
				player.current_speed = player.current_speed + (player.speed*player.accel)
 | 
			
		||||
			end
 | 
			
		||||
		return player.current_speed
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@@ -20,10 +26,12 @@ function love.load()
 | 
			
		||||
		player.y = 100
 | 
			
		||||
		player.w = 25
 | 
			
		||||
		player.h = 25
 | 
			
		||||
		player.speed = 100
 | 
			
		||||
		player.speed = 500
 | 
			
		||||
		player.current_speed = 0
 | 
			
		||||
		--Must be less than 1
 | 
			
		||||
		player.accel = 1/16
 | 
			
		||||
		--if I understand correctly, the second number should be how many frames
 | 
			
		||||
		--it takes to get to top speed
 | 
			
		||||
		player.accel = 1/120
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function love.keyreleased(key)
 | 
			
		||||
@@ -49,27 +57,29 @@ function love.update(dt)
 | 
			
		||||
	
 | 
			
		||||
	--Move character left or right
 | 
			
		||||
	if love.keyboard.isDown("right") then
 | 
			
		||||
		-- with acceleration
 | 
			
		||||
		if player.current_speed < player.speed then
 | 
			
		||||
			player.current_speed = player.current_speed + (player.speed*player.accel)
 | 
			
		||||
		end
 | 
			
		||||
			player.x = player.x + player.current_speed*dt
 | 
			
		||||
		move()
 | 
			
		||||
		player.x = player.x + player.current_speed*dt
 | 
			
		||||
 | 
			
		||||
	elseif love.keyboard.isDown("left") then
 | 
			
		||||
		player.x = player.x - player.speed*dt
 | 
			
		||||
		move()
 | 
			
		||||
		player.x = player.x - player.current_speed*dt
 | 
			
		||||
 | 
			
		||||
	--Reset current speed if key is released
 | 
			
		||||
	elseif not love.keyboard.isDown("right") then
 | 
			
		||||
		player.current_speed = 0
 | 
			
		||||
	end
 | 
			
		||||
 | 
			
		||||
	--Also able to move or up down at the same time as one of the above
 | 
			
		||||
	if love.keyboard.isDown("up") then
 | 
			
		||||
		player.y = player.y - player.speed*dt
 | 
			
		||||
		move()
 | 
			
		||||
		player.y = player.y - player.current_speed*dt
 | 
			
		||||
	elseif love.keyboard.isDown ("down") then
 | 
			
		||||
		player.y = player.y + player.speed*dt
 | 
			
		||||
		move()
 | 
			
		||||
		player.y = player.y + player.current_speed*dt
 | 
			
		||||
	end	
 | 
			
		||||
 | 
			
		||||
	if not love.keyboard.isDown("right", "left", "up", "down") then
 | 
			
		||||
		player.current_speed = 0
 | 
			
		||||
	end
 | 
			
		||||
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function love.draw()
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user