Made keybind editing "backend"
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58b4e16251
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@ -73,16 +73,16 @@ function Player:Smart()
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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if keybind:Check(keybind.moveLeft) then
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if Keybind:Check(Keybind.move.left) then
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self.move_x = -self.moveSpeed
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self.move_x = -self.moveSpeed
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elseif keybind:Check(keybind.moveRight) then
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elseif Keybind:Check(Keybind.move.right) then
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self.move_x = self.moveSpeed
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self.move_x = self.moveSpeed
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else
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else
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self.move_x = 0
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self.move_x = 0
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end
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end
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self.vel.x = self.vel.x
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self.vel.x = self.vel.x
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if keybind:Check(keybind.moveJump) then
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if Keybind:Check(Keybind.move.jump) then
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if self.isOnGround then
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if self.isOnGround then
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self.vel.y = -self.jumpImpulse
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self.vel.y = -self.jumpImpulse
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end
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end
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@ -90,18 +90,18 @@ function Player:Smart()
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end
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end
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self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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if keybind:Check(keybind.moveDash) then
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if Keybind:Check(Keybind.move.dash) then
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if self.dashCooldownTimer == 0
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if self.dashCooldownTimer == 0
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and not self.isDashing
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and not self.isDashing
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and self.dashCount > 0 then
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and self.dashCount > 0 then
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self.dashCount = self.dashCount - 1
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self.dashCount = self.dashCount - 1
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self.isDashing = true
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self.isDashing = true
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local vertical = 0
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local vertical = 0
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if keybind:Check(keybind.moveDown) then vertical = vertical + 1 end
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if Keybind:Check(Keybind.move.down) then vertical = vertical + 1 end
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if keybind:Check(keybind.moveUp) then vertical = vertical - 1 end
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if Keybind:Check(Keybind.move.up) then vertical = vertical - 1 end
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local horizontal = 0
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local horizontal = 0
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if keybind:Check(keybind.moveRight) then horizontal = horizontal + 1 end
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if Keybind:Check(Keybind.move.right) then horizontal = horizontal + 1 end
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if keybind:Check(keybind.moveLeft) then horizontal = horizontal - 1 end
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if Keybind:Check(Keybind.move.left) then horizontal = horizontal - 1 end
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if horizontal == 0 and vertical == 0 then
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if horizontal == 0 and vertical == 0 then
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horizontal = self.sprite_flip.x
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horizontal = self.sprite_flip.x
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@ -1,7 +1,9 @@
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keybind = {}
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Keybind = {}
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Keybind.move = {}
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Keybind.menu = {}
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function keybind:Check(key)
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function Keybind:Check(action)
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for _, keyname in pairs(key) do
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for _, keyname in pairs(action) do
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if type(keyname) == "string" then
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if type(keyname) == "string" then
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if love.keyboard.isDown(keyname) then return true end
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if love.keyboard.isDown(keyname) then return true end
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else
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else
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@ -11,11 +13,36 @@ function keybind:Check(key)
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return false
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return false
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end
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end
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function Keybind:Colision(cat, key)
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for _, action in pairs(cat) do
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for _, keyname in pairs(action) do
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if key == keyname then return true end
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end
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end
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return false
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end
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keybind.moveLeft = {"left", "a"}
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function Keybind:Add(action, key)
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keybind.moveRight = {"right", "d"}
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table.insert(action, key)
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keybind.moveUp = {"up", "w"}
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end
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keybind.moveDown = {"down", "s"}
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keybind.moveJump = {"z", "space"}
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function Keybind:Change(action, position, key)
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keybind.moveAttack = {"x", 1}
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action[position] = key
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keybind.moveDash = {"c", 2}
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end
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function Keybind:Remove(action)
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action = {}
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end
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function Keybind:Default()
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Keybind.move.left = {"left", "a"}
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Keybind.move.right = {"right", "d"}
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Keybind.move.up = {"up", "w"}
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Keybind.move.down = {"down", "s"}
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Keybind.move.jump = {"z", "space"}
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Keybind.move.attack = {"x", 1}
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Keybind.move.dash = {"c", 2}
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end
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-- Set default values at start
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Keybind:Default()
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2
main.lua
2
main.lua
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@ -48,7 +48,7 @@ function love.load()
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table.insert(LoadedEntities,Decoration:New(200,89,animation.decoration.candelabra,80))
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table.insert(LoadedEntities,Decoration:New(200,89,animation.decoration.candelabra,80))
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table.insert(LoadedEntities,Fairy:New(200,88))
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table.insert(LoadedEntities,Fairy:New(200,88))
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gravity = 0.05
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gravity = 0.2
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end
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end
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function love.update(dt)
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function love.update(dt)
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