direction stuff

This commit is contained in:
Tyrel Souza 2018-01-17 23:21:42 -05:00
parent ae5da288ca
commit 8574888e18
2 changed files with 11 additions and 6 deletions

View File

@ -12,7 +12,9 @@ function love.load()
platforms = {} platforms = {}
spawnPlatform(50, 200, 300, 30) spawnPlatform(50, 500, 300, 30)
DIRECTION_LEFT = -1
DIRECTION_RIGHT = 1
end end
function love.update(dt) function love.update(dt)
@ -22,10 +24,10 @@ end
function love.draw() function love.draw()
love.graphics.draw( love.graphics.draw(
sprites.player_stand, player.sprite,
player.body:getX(), player.body:getX(),
player.body:getY(), player.body:getY(),
nil, nil, nil, nil, player.direction, 1,
sprites.player_stand:getWidth()/2, sprites.player_stand:getHeight()/2) sprites.player_stand:getWidth()/2, sprites.player_stand:getHeight()/2)
for i, p in ipairs(platforms) do for i, p in ipairs(platforms) do
@ -39,7 +41,6 @@ function love.keypressed(key, scancode, isrepeat)
end end
end end
function spawnPlatform(x, y, width, height) function spawnPlatform(x, y, width, height)
local platform = {} local platform = {}
platform.body = love.physics.newBody(myWorld, x, y, 'static') platform.body = love.physics.newBody(myWorld, x, y, 'static')
@ -54,7 +55,9 @@ end
function beginContact(a, b, coll) function beginContact(a, b, coll)
player.grounded = true player.grounded = true
player.sprite = sprites.player_stand
end end
function endContact(a, b, coll) function endContact(a, b, coll)
player.grounded = false player.grounded = false
player.sprite = sprites.player_jump
end end

View File

@ -4,17 +4,19 @@ player.body = love.physics.newBody(myWorld, 100, 100, 'dynamic')
player.shape = love.physics.newRectangleShape(66, 92) player.shape = love.physics.newRectangleShape(66, 92)
player.fixture = love.physics.newFixture(player.body, player.shape) player.fixture = love.physics.newFixture(player.body, player.shape)
-- --
player.sprite = sprites.player_jump
player.speed = 200 player.speed = 200
player.grounded = false player.grounded = false
player.direction = DIRECTION_RIGHT
function playerUpdate(dt) function playerUpdate(dt)
if love.keyboard.isDown('a') then if love.keyboard.isDown('a') then
player.body:setX(player.body:getX() - player.speed * dt) player.body:setX(player.body:getX() - player.speed * dt)
player.direction = DIRECTION_LEFT
end end
if love.keyboard.isDown('d') then if love.keyboard.isDown('d') then
player.body:setX(player.body:getX() + player.speed * dt) player.body:setX(player.body:getX() + player.speed * dt)
player.direction = DIRECTION_RIGHT
end end
end end