To change how things work just edit the values that are in the part where I defined the players attributes.
this is the main.lua
Code: Select all
require "player"
function love.load()
player.LOAD()
end
function love.update(dt)
player.UPDATE(dt)
end
function love.draw()
player.DRAW()
end
Code: Select all
player = {}
--this is where we set atributes of the player
function player.load()
player.x = 10
player.y = 10
player.width = 10
player.height = 10
player.xvel = 0
player.yvel = 0
player.friction = 1
player.speed = 500
end
--this is where the player is drawn from
function player.draw()
love.graphics.setColor(255,0,0)
love.graphics.rectangle("fill",player.x,player.y,player.width,player.height)
end
--this is where the phusics are handled
function player.physics(dt)
player.x = player.x + player.xvel * dt
player.y = player.y + player.yvel * dt
player.xvel = player.xvel * (1 - math.min(dt*player.friction, 1))
player.yvel = player.yvel * (1 - math.min(dt*player.friction, 1))
end
--this is where the movement is handled
function player.move(dt)
if love.keyboard.isDown("d") and
player.xvel < player.speed then
player.xvel = player.xvel + player.speed * dt
end
if love.keyboard.isDown("a") and
player.xvel > -player.speed then
player.xvel = player.xvel - player.speed * dt
end
if love.keyboard.isDown("s") and
player.yvel < player.speed then
player.yvel = player.yvel + player.speed * dt
end
if love.keyboard.isDown("w") and
player.yvel > -player.speed then
player.yvel = player.yvel - player.speed * dt
end
end
--functions are put here to be easily managaed in the main file
function player.LOAD()
player.load()
end
function player.UPDATE(dt)
player.physics(dt)
player.move(dt)
end
function player.DRAW()
player.draw()
end