You are creating animations on each frame. Instead of doing that, you should create them once (in love.load, for example) and then reuse them inside love.update.
local anim8 = require('lib.anim8.anim8')
local player
function love.load()
local spritesheet = love.graphics.newImage('sprites/hero.png');
local g = anim8.newGrid(16, 24, spritesheet:getWidth(), spritesheet:getHeight())
player = {
spritesheet = spritesheet,
x = 200,
y = 200,
speed = 50,
animations = {
up = anim8.newAnimation('loop', g('4-6,1'), 1.0),
down = anim8.newAnimation('loop', g('1-3,1'), 1.0),
left = anim8.newAnimation('loop', g('7-8,1'), 1.0),
right = anim8.newAnimation('loop', g('4,2'), 1.0)
}
}
player.animation = player.animations.down -- player starts looking down
end
function love.update(dt)
if love.keyboard.isDown("w") then
player.y = player.y - player.speed * dt
player.animation = player.animations.up
elseif love.keyboard.isDown("s") then
player.y = player.y + player.speed * dt
player.animation = player.animations.down
elseif love.keyboard.isDown("a") and player.x > 0 then
player.x = player.x - player.speed * dt
player.animation = player.animations.left
elseif love.keyboard.isDown("d") and player.x < 10000 then
player.x = player.x + player.speed * dt
player.animation = player.animations.right
end
player.animation:update(dt)
end
function love.draw()
player.animation:draw(player.spritesheet, player.x, player.y)
end
function love.keypressed(key)
if love.keyboard.isDown("escape") then
love.event.quit("quit")
end
end