Pausing
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parent
6f73eac596
commit
70d186d22a
62
main.lua
62
main.lua
@ -99,37 +99,41 @@ function love.quit( )
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return nil
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end
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function love.update(dt)
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physics.gravity()
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move(dt)
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physics.player_x_apply(dt)
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function love.update(dt)
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if pause ~= true then
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physics.gravity()
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move(dt)
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physics.player_x_apply(dt)
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pause_game()
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pause_game()
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maplib.load_chunks()
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fpsGraph:update(dt)
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memGraph:update(dt)
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-- Update our custom graph
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dtGraph:update(dt, math.floor(dt * 1000))
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dtGraph.label = 'DT: ' .. dt
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menu.animate()
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mine(key,dt)
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player.move_camera(dt)
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maplib.liquid_flow(dt)
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--debug
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if love.keyboard.isDown("space") then
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print("clear")
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end
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entity.gravity()
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entity.physics_apply(dt)
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particle.gravity()
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particle.physics_apply(dt)
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crafting.move_items()
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maplib.new_block(player.playerx,player.playery)
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else
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maplib.load_chunks()
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fpsGraph:update(dt)
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memGraph:update(dt)
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-- Update our custom graph
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dtGraph:update(dt, math.floor(dt * 1000))
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dtGraph.label = 'DT: ' .. dt
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menu.animate()
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mine(key,dt)
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player.move_camera(dt)
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maplib.liquid_flow(dt)
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--debug
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if love.keyboard.isDown("space") then
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print("clear")
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end
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entity.gravity()
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entity.physics_apply(dt)
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particle.gravity()
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particle.physics_apply(dt)
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crafting.move_items()
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maplib.new_block(player.playerx,player.playery)
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end
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@ -3,9 +3,13 @@
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pause = false
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function pause_game()
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while pause == true do
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if pause == true then
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love.graphics.rectangle( "line", 10, 1, 53,53 )
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end
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end
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function render_pause_menu()
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end
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205
player.lua
205
player.lua
@ -101,13 +101,13 @@ function love.keypressed( key, scancode, isrepeat )
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--quit
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if key == "escape" then
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maplib.save_chunks()
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love.filesystem.write( "/map/player.txt", TSerial.pack({inventory,chunkx,chunky,player.playerx,player.playery}))
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--maplib.save_chunks()
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--love.filesystem.write( "/map/player.txt", TSerial.pack({inventory,chunkx,chunky,player.playerx,player.playery}))
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love.timer.sleep(3)
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--love.timer.sleep(3)
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love.event.push('quit')
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--pause = true
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--love.event.push('quit')
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pause = not pause
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end
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@ -352,110 +352,111 @@ function player.draw()
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]]--
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--leg animation
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if player.inertiax ~= 0 then
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if leg_animation_up == true then
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leg_animation = leg_animation + math.abs(player.inertiax)
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if pause ~= true then
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if player.inertiax ~= 0 then
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if leg_animation_up == true then
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leg_animation = leg_animation + math.abs(player.inertiax)
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if leg_animation >= 1 then
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leg_animation_up = false
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if leg_animation >= 1 then
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leg_animation_up = false
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end
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elseif leg_animation_up == false then
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leg_animation = leg_animation - math.abs(player.inertiax)
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if leg_animation <= -1 then
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leg_animation_up = true
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end
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end
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elseif leg_animation_up == false then
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leg_animation = leg_animation - math.abs(player.inertiax)
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if leg_animation <= -1 then
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leg_animation_up = true
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else --return animation to normal
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--return to 0
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if leg_animation > -0.05 and leg_animation < 0.05 then
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leg_animation = 0
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end
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--push back
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if leg_animation > 0 then
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--print("animation down")
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leg_animation = leg_animation - 0.05
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elseif leg_animation < 0 then
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--print("animation up")
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leg_animation = leg_animation + 0.05
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end
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end
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else --return animation to normal
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--return to 0
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if leg_animation > -0.05 and leg_animation < 0.05 then
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leg_animation = 0
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if (leg_animation > -0.1 and leg_animation < 0.1) and not (old_leg_animation > -0.1 and old_leg_animation < 0.1) then
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stepsound:setPitch(love.math.random(80,100)/100)
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stepsound:stop()
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stepsound:play()
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end
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--push back
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if leg_animation > 0 then
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--print("animation down")
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leg_animation = leg_animation - 0.05
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elseif leg_animation < 0 then
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--print("animation up")
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leg_animation = leg_animation + 0.05
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old_leg_animation = leg_animation
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--arm animation
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if player.inertiax ~= 0 then
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if arm_animation_up == true then
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arm_animation = arm_animation + math.abs(player.inertiax)
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if arm_animation >= 1 then
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arm_animation_up = false
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end
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elseif arm_animation_up == false then
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arm_animation = arm_animation - math.abs(player.inertiax)
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if arm_animation <= -1 then
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arm_animation_up = true
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end
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end
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else --return animation to normal
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--return to 0
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if arm_animation > -0.05 and arm_animation < 0.05 then
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arm_animation = 0
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end
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--push back
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if arm_animation > 0 then
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--print("animation down")
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arm_animation = arm_animation - 0.05
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elseif leg_animation < 0 then
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--print("animation up")
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arm_animation = arm_animation + 0.05
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end
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end
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--mining animation
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--get to -1.5
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if mine_process ~= 0 then
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if mining_animation_up == true then
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mining_animation = mining_animation + 0.4
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if mining_animation >= -0.8 then
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mining_animation_up = false
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end
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elseif mining_animation_up == false then
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mining_animation = mining_animation - 0.4
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if mining_animation <= -2.2 then
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mining_animation_up = true
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end
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end
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else --return animation to normal
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--print("return to normal "..mining_animation)
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--return to 0
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if mining_animation > -0.05 and mining_animation < 0.05 then
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mining_animation = 0
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end
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--push back
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if mining_animation > 0 then
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--print("animation down")
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mining_animation = mining_animation - 0.05
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elseif mining_animation < 0 then
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--print("animation up")
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mining_animation = mining_animation + 0.05
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end
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end
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end
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if (leg_animation > -0.1 and leg_animation < 0.1) and not (old_leg_animation > -0.1 and old_leg_animation < 0.1) then
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stepsound:setPitch(love.math.random(80,100)/100)
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stepsound:stop()
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stepsound:play()
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end
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old_leg_animation = leg_animation
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--arm animation
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if player.inertiax ~= 0 then
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if arm_animation_up == true then
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arm_animation = arm_animation + math.abs(player.inertiax)
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if arm_animation >= 1 then
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arm_animation_up = false
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end
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elseif arm_animation_up == false then
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arm_animation = arm_animation - math.abs(player.inertiax)
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if arm_animation <= -1 then
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arm_animation_up = true
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end
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end
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else --return animation to normal
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--return to 0
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if arm_animation > -0.05 and arm_animation < 0.05 then
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arm_animation = 0
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end
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--push back
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if arm_animation > 0 then
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--print("animation down")
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arm_animation = arm_animation - 0.05
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elseif leg_animation < 0 then
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--print("animation up")
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arm_animation = arm_animation + 0.05
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end
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end
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--mining animation
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--get to -1.5
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if mine_process ~= 0 then
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if mining_animation_up == true then
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mining_animation = mining_animation + 0.4
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if mining_animation >= -0.8 then
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mining_animation_up = false
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end
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elseif mining_animation_up == false then
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mining_animation = mining_animation - 0.4
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if mining_animation <= -2.2 then
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mining_animation_up = true
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end
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end
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else --return animation to normal
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--print("return to normal "..mining_animation)
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--return to 0
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if mining_animation > -0.05 and mining_animation < 0.05 then
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mining_animation = 0
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end
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--push back
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if mining_animation > 0 then
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--print("animation down")
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mining_animation = mining_animation - 0.05
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elseif mining_animation < 0 then
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--print("animation up")
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mining_animation = mining_animation + 0.05
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end
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end
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--left leg
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love.graphics.draw(player_leg, player_drawnx, player_drawny+((scale/17.7)*2),leg_animation, scale/17.7, scale/17.7,2,0)
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