I'm using Love2d and Lua to make a game. Currently, I've got a guy, that 'glides' around, from left to right. I want to be able to limit his movement so he doesn't fall out of the screen. I tried making an if statement to detect if his X was larger than 800, (because my window size is 800x600) but it just ended up glitching out.. Here's the code. Please, help?
function love.load()
love.graphics.setBackgroundColor(92,217,255)
person={}
person.image=love.graphics.newImage('/sprites/spriteTest.png')
person.x=400
person.y=303
person.speed=200
hills=love.graphics.newImage('/sprites/spriteHills.png')
end
function love.update(dt)
if (person.x>735) then
if (love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
if (love.keyboard.isDown('left') or love.keyboard.isDown('a')) then
person.x=person.x+(person.speed*dt)
else
person.x=person.x
end
elseif (love.keyboard.isDown('left') or love.keyboard.isDown('a')) then
if (love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
person.x=person.x+(person.speed*dt)
else
person.x=person.x
end
end
elseif (person.x<0) then
if (love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
if (love.keyboard.isDown('left') or love.keyboard.isDown('a')) then
person.x=person.x+(person.speed*dt)
else
person.x=person.x
end
elseif (love.keyboard.isDown('left') or love.keyboard.isDown('a')) then
if (love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
person.x=person.x+(person.speed*dt)
else
person.x=person.x
end
end
else
if (love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
person.x=person.x+(person.speed*dt)
elseif (love.keyboard.isDown('left') or love.keyboard.isDown('a')) then
person.x=person.x-(person.speed*dt)
end
end
end
function love.draw()
love.graphics.draw(hills, 0, 0)
love.graphics.draw(person.image, person.x, person.y)
end
I found the answer. Here's the code
function love.update(dt)
if (player.x>735) then
if (love.keyboard.isDown('left') or love.keyboard.isDown('a') or love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
player.x=player.x-(player.speed*dt)
end
elseif (player.x<-10) then
if (love.keyboard.isDown('left') or love.keyboard.isDown('a') or love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
player.x=player.x+(player.speed*dt)
end
else
if (love.keyboard.isDown('right') or love.keyboard.isDown('d')) then
person.x=person.x+(person.speed*dt)
elseif (love.keyboard.isDown('left') or love.keyboard.isDown('a')) then
person.x=person.x-(person.speed*dt)
end
end
end
It might seem like it won't fix it, but it fixed it for me. I just set it that if he's at the edge, it won't let him go further.