I am trying to create a player in love2D, and I have a lerp function that brings the players speed to 0 , but I know I am not using the lerp function correctly because it never reaches the end value and starts acting funky and crazy, how do I use the lerp function correctly.
function love.load()
moon = require "Library/moon_light"
position = {x = 0, y = 0}
H = 0
V = 0
new_H = 0
new_V = 0
position["x"] = moon.Mid_point(0,0,1280,720)[1]
position["y"] = moon.Mid_point(0,0,1280,720)[2]
accel = 8
max_speed = 80
fps = 60
friction = 6
end
function love.update(dt)
if love.keyboard.isDown('escape') then
love.event.push('quit')
end
if love.keyboard.isDown("d") then
H = 1
elseif love.keyboard.isDown("a") then
H = -1
else
H = 0
end
if love.keyboard.isDown("w") then
V = -1
elseif love.keyboard.isDown("s") then
V = 1
else
V = 0
end
if H ~= 0 then -- use a new value and give it acceleration
new_H = H * accel * dt * fps
end
if H == 0 then -- Check if the player isnt moving lerp it to 0 so stopping the movement
new_H = moon.Lerp(new_H,0,friction * dt)
end
if V ~= 0 then
new_V = V * accel * dt * fps
end
if V == 0 then
new_V = moon.Lerp(new_V,0,friction * dt)
end
position["x"] = position["x"] + new_H -- Set the motion to the position
position["y"] = position["y"] + new_V
end
function love.draw()
love.graphics.rectangle("fill",position["x"] - 25,position["y"] - 25,50,50)
love.graphics.print("Horiztonal value : " .. H .. "\nVertical value : " .. V,100,400)
love.graphics.print("new_H value : " .. new_H .. "\nnew_V value : " .. new_V,100,440)
end
The lerp function, I think nothing is wrong with it, but just in case.
function moon_light.Lerp(start_v,end_v,percent)
return start_v + (end_v - start_v) * percent
end
EDIT I changed the lerp to be time based, from the suggestion and I also made a new variable called motion it seems setting the lerp to its self caused a weird issue, making it never reach 0:
if H ~= 0 then -- use a new value and give it acceleration
H_counter = 0
new_H = H * accel * dt * fps
motion_H = new_H
end
if H == 0 then -- Check if the player isnt moving lerp it to 0 so stopping the movement
if H_counter < slow_down_duration then
motion_H = moon.Lerp(new_H,0,H_counter/slow_down_duration)
H_counter = H_counter + dt
else
new_H = 0
motion_H = 0
end
end
if V ~= 0 then
V_counter = 0
new_V = V * accel * dt * fps
motion_V = new_V
end
if V == 0 then
if V_counter < slow_down_duration then
motion_V = moon.Lerp(new_V,0,V_counter/slow_down_duration)
V_counter = V_counter + dt
else
new_V = 0
motion_V = 0
end
end
position["x"] = position["x"] + motion_H -- Set the motion to the position
position["y"] = position["y"] + motion_V