8 ways movement


input bindings




function init(self)
    msg.post(".", "acquire_input_focus") -- <1>
    self.vel = vmath.vector3() -- <2>    

function update(self, dt)
    local pos = go.get_position() -- <3>
    pos = pos + self.vel * dt -- <4>
    go.set_position(pos) -- <5>
    self.vel.x = 0 -- <6>
    self.vel.y = 0

function on_input(self, action_id, action)
    if action_id == hash("up") then
        self.vel.y = 150 -- <7>
    elseif action_id == hash("down") then
        self.vel.y = -150
    elseif action_id == hash("left") then
        self.vel.x = -150 -- <8>
    elseif action_id == hash("right") then
        self.vel.x = 150

1. Tell the engine that the current game object ("." is 
   shorthand for that) should receive user input to the function
   `on_input()` in its script components.
2. Construct a vector to indicate velocity. It will initially be
3. Each frame, get the current position and store in `pos`.
4. Add the velocity, scaled to the current frame length. Velocity
   is therefore expressed in pixels per second.
5. Set the game object's position to the newly calculated position.
6. Zero out the velocity. If no input is given, there should be
   no movement.
7. If the user presses "up", set the y component of the velocity to 150.
   If the user presses "down", set the y component to -150.
8. Similarly, if the user presses "left", set the x component of the velocity to -150.
   And finally, if the user presses "right", set the x component to 150.

If you want to play with these examples, you can get the project on Github.

Do you want to see more examples? Why not write a few yourself and submit a pull request? We love contributions.