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@jonathanhirz
Created August 22, 2015 20:49
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monster_movement
override function update(dt:Float) {
velocity.x += acceleration.x * dt;
monster.pos.x += velocity.x * dt;
velocity.y += acceleration.y * dt;
monster.pos.y += velocity.y * dt;
if(Luxe.input.inputdown('right')) {
acceleration.x = move_speed;
}
if(Luxe.input.inputdown('left')) {
acceleration.x = -move_speed;
}
if(Luxe.input.inputdown('up')) {
acceleration.y = -move_speed;
}
if(Luxe.input.inputdown('down')) {
acceleration.y = move_speed;
}
if((Luxe.input.inputdown('left') && Luxe.input.inputdown('right')) || ((!Luxe.input.inputdown('left')) && !Luxe.input.inputdown('right'))) {
acceleration.x = 0;
velocity.x *= dampening_amount;
}
if((Luxe.input.inputdown('up') && Luxe.input.inputdown('down')) || ((!Luxe.input.inputdown('up')) && !Luxe.input.inputdown('down'))) {
acceleration.y = 0;
velocity.y *= dampening_amount;
}
velocity.x = Maths.clamp(velocity.x, -max_speed, max_speed);
velocity.y = Maths.clamp(velocity.y, -max_speed, max_speed);
} //update
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