local game = {} local camera = {} local function updateinit(gamex, camerax) game = gamex camera = camerax end local function update(dt) --update player_animation if spritesheets["player_die"]:getFrame() ~= 16 then spritesheets["player_die"]:update(dt) end if player.alive then spritesheets["player_jump"]:update(dt) spritesheets["player_walk_left"]:update(dt) spritesheets["player_walk_right"]:update(dt) spritesheets["player_idle"]:update(dt) spritesheets["player_default"]:update(dt) end --get keyboard local key = love.keyboard.isDown player:idle(dt) --move player if key("d") then player:walk_right(dt) elseif key("a") then player:walk_left(dt) end --jump player if key("w") then player:jump(dt) player.speed = player.speed_jumping else player.speed = player.speed_walking end if game.debug then if key("s") then player:down(dt) player.speed = player.speed_jumping else player.speed = player.speed_walking end if key("f") then --die player.spritesheets["player_die"]:setFrame(1) player:die(dt) elseif key("g") then --revive player player.spritesheets["player_die"]:setFrame(1) player:revive(dt) end if key("x") then print("x: \""..player.x.."\"; y: \""..player.y.."\"") end end local dx,dy = (player.x - camera.x) / 2, (player.y - camera.y) / 2 camera:move(dx, dy) end return { update = update, updateinit = updateinit }