fix: make unintented local variables globals
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6a66cff503
commit
fed8ab4662
10 changed files with 34 additions and 34 deletions
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@ -69,6 +69,7 @@ end
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function InputManager:getKey(sourceid, padkey)
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local padkey = padkey
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local key
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for k,v in pairs(self.data[sourceid].keys) do
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if (k == padkey) then key = v end
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end
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@ -121,6 +121,7 @@ function OptionsManager:getTranslationDefaultData()
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local _path = TRANSLATION_PATH .. "init.lua"
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local fileinfo = love.filesystem.getInfo(_path)
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local datas = nil
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local lang = nil
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if fileinfo ~= nil then
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lang = require(TRANSLATION_PATH)
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@ -146,12 +147,12 @@ end
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function OptionsManager:write()
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local data = self:getData()
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filepath = self:getFile(true)
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local filepath = self:getFile(true)
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binser.writeFile(filepath, data)
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end
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function OptionsManager:read()
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filepath = self:getFile(true)
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local filepath = self:getFile(true)
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if utils.filesystem.exists("options.data") then
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local loadedDatas = binser.readFile(filepath)
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self.core.debug:logInfo("core/options", "data file found, loading it")
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@ -32,7 +32,7 @@ function Background:new(filepath)
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self.batch = love.graphics.newSpriteBatch(self.image , 1000 )
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self.width, self.height = self.image:getDimensions()
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screenwidth, screenheight = core.screen:getDimensions()
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local screenwidth, screenheight = core.screen:getDimensions()
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local w = math.floor(screenwidth / self.width) * self.width + 1
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local h = math.floor(screenheight / self.height) * self.height + 1
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@ -136,7 +136,7 @@ function GameSystem:write()
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if (self.currentSlot > 0) then
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local data = self:getData()
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savepath = self:getSavePath(self.currentSlot, true)
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local savepath = self:getSavePath(self.currentSlot, true)
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binser.writeFile(savepath, data)
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end
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end
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@ -146,7 +146,7 @@ end
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-- Handle the keyboard/manette functions
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function GridBox:keyreleased(key, code)
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slotID = self:getWidgetSlot(self.widget.selected)
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local slotID = self:getWidgetSlot(self.widget.selected)
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local col, line = self.cursor.x, self.cursor.y
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if key == 'left' then
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self:moveCol(-1)
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@ -172,7 +172,7 @@ end
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function GridBox:moveCol(direction)
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local orig_x, orig_y = self:getSlotCenter(self.widget.selected)
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local distance = self.w -- on met directement à la distance max possible le système
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local nearastWidget = 0
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local nearestWidget = 0
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for i,v in ipairs(self.slots) do
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local xx, yy = self:getSlotCenter(i)
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-- On commence par vérifier si le slot est bien positionné par rapport au
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@ -193,7 +193,7 @@ end
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function GridBox:moveLine(direction)
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local orig_x, orig_y = self:getSlotCenter(self.widget.selected)
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local distance = self.h -- on met directement à la distance max possible le système
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local nearastWidget = 0
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local nearestWidget = 0
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for i,v in ipairs(self.slots) do
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local xx, yy = self:getSlotCenter(i)
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-- On commence par vérifier si le slot est bien positionné par rapport au
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@ -119,7 +119,7 @@ function BaseActor:setFilter()
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end
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function BaseActor:getFuturePosition(dt)
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local dx, dy
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local dx, dy, dz
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dx = self.x + self.xsp * dt
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dy = self.y + self.ysp * dt
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dz = self.z + self.zsp * dt
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@ -179,16 +179,14 @@ function CameraSystem:attachView(id)
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love.graphics.setCanvas(view.canvas)
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love.graphics.clear()
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if id ~= nil then
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-- Du à la manière dont fonctionne STI, on est obligé de récupérer les info
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-- de position de camera pour afficher la carte par rapport à ces infos
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tx, ty = self:getViewCoordinate(id)
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scale = self:getViewScale(id) or 1
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local tx, ty = self:getViewCoordinate(id)
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local scale = self:getViewScale(id) or 1
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tx = math.floor(tx) * -1
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ty = math.floor(ty) * -1
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local w, h = core.screen:getDimensions()
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end
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love.graphics.push()
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love.graphics.origin()
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@ -202,17 +202,17 @@ function World3D:zSortItems(items)
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end
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local _, aY, aZ, _, aH, aD = self.bodies:getCube(itemA.mainHitbox)
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aDepth = itemA.depth
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aID = itemA.creationID
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aType = itemA.type
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local aDepth = itemA.depth
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local aID = itemA.creationID
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local aType = itemA.type
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aZ = math.ceil(aZ)
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aY = math.ceil(aY)
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for _, itemB in ipairs(overlapping) do
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local _, bY, bZ, _, bH, bD = self.bodies:getCube(itemB.mainHitbox)
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bDepth = itemB.depth
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bID = itemB.creationID
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bType = itemB.type
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local bDepth = itemB.depth
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local bID = itemB.creationID
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local bType = itemB.type
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bZ = math.ceil(bZ)
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bY = math.ceil(bY)
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@ -246,7 +246,7 @@ function World3D:zSortItems(items)
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elseif aID < bID then
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graph:add(itemB, itemA)
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else
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err("two object can't have the same ID")
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error("two object can't have the same ID")
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end
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end
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end
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@ -69,7 +69,7 @@ function Graphics.printWithSpacing(text, spacing, align, x, y, r, sx, sy, ox, oy
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for i=1, lenght do
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local char = string.sub(text, i, i)
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pos = math.floor(x + xx - width)
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local pos = math.floor(x + xx - width)
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love.graphics.print(char, pos, y)
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xx = xx + font:getWidth(char) + spacing
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end
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@ -91,16 +91,16 @@ function Graphics.drawBorder(drawable, border, x, y, r, sx, sy, ox, oy, kx, ky)
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local color = love.graphics.getColor()
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local b = border or 1
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love.graphics.setColor(0, 0, 0, 0)
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love.graphics.draw(drawable, x-b, y-b, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x , y-b, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x+b, y-b, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x-b, y-b, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x , y-b, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x+b, y-b, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x+b, y , limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x-b, y , limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x+b, y , r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x-b, y , r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x-b, y+b, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x , y+b, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x+b, y+b, limit, align, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x-b, y+b, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x , y+b, r, sx, sy, ox, oy, kx, ky)
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love.graphics.draw(drawable, x+b, y+b, r, sx, sy, ox, oy, kx, ky)
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love.graphics.setColor(color)
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love.graphics.draw(drawable, x, y, r, sx, sy, ox, oy, kx, ky)
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@ -114,9 +114,9 @@ function Graphics.box(x, y, w, h)
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local y = math.floor(y)
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local w = math.floor(w)
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local h = math.floor(h)
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local a = a or 1
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local r, g, b, a = love.graphics.getColor( )
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a = a or 1
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love.graphics.setColor(r, g, b, 0.3 * a)
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love.graphics.rectangle("fill", x, y, w, h)
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@ -63,7 +63,7 @@ function Math.vector(x1, y1, x2, y2)
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local vecx, vecy
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vecx = x2 - x1
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vexy = y2 - y1
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vecy = y2 - y1
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return vecx, vecy
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end
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@ -107,7 +107,7 @@ function Math.numberToString(x, length)
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local string = ""
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local x = x
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if (x >= math.pow(10, length)) then
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x = unitsNumber*10 - 1
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x = length*10 - 1
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string = string .. x
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else
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for i=1, (length-1) do
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