chore(levels): rename Actor.level to Actor.scene
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@ -23,6 +23,9 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- **levels:** World is now a gamecore World2D derivative
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- **levels:** World is now a gamecore World2D derivative
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- **levels:** Actors use now gamecore naming scheme
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### Removed
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### Removed
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- **main:** All functions already provided by gamecore have been removed.
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- **main:** All functions already provided by gamecore have been removed.
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@ -8,20 +8,20 @@ function Block:new(level, x , y, item)
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end
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end
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function Block:draw(dt)
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function Block:draw(dt)
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self.level.assets.tileset["block"]:drawTile(1, self.x, self.y)
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self.scene.assets.tileset["block"]:drawTile(1, self.x, self.y)
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end
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end
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function Block:breakBlock()
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function Block:breakBlock()
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local x, y = self:getCenter()
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local x, y = self:getCenter()
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local spd = 250
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local spd = 250
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local dist = 0
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local dist = 0
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self.obj.Debris(self.level, x+dist, y-dist, spd, 270+45)
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self.obj.Debris(self.scene, x+dist, y-dist, spd, 270+45)
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self.obj.Debris(self.level, x+dist, y+dist, spd, 45)
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self.obj.Debris(self.scene, x+dist, y+dist, spd, 45)
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self.obj.Debris(self.level, x-dist, y+dist, spd, 180+45)
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self.obj.Debris(self.scene, x-dist, y+dist, spd, 180+45)
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self.obj.Debris(self.level, x-dist, y-dist, spd, 180-45)
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self.obj.Debris(self.scene, x-dist, y-dist, spd, 180-45)
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self.obj.GFX(self.level, self.x+8, self.y+8, "poof", 1)
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self.obj.GFX(self.scene, self.x+8, self.y+8, "poof", 1)
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self.level.assets:playSFX("break")
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self.scene.assets:playSFX("break")
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self.level.playermanager.score = self.level.playermanager.score + 10
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self.scene.playermanager.score = self.scene.playermanager.score + 10
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self:destroy()
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self:destroy()
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end
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end
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@ -49,7 +49,7 @@ end
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function Debris:draw(dt)
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function Debris:draw(dt)
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local rotation = math.floor(self.rotation/45)*45
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local rotation = math.floor(self.rotation/45)*45
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drawx, drawy = self:getCenter()
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drawx, drawy = self:getCenter()
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self.level.assets.images["debris"]:draw(drawx, drawy, rotation, 1, 1, 4, 4)
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self.scene.assets.images["debris"]:draw(drawx, drawy, rotation, 1, 1, 4, 4)
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end
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end
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return Debris
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return Debris
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@ -30,11 +30,11 @@ end
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function Ennemy:getDamage(base_damage)
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function Ennemy:getDamage(base_damage)
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local damage = math.max(base_damage - self.armor, 1)
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local damage = math.max(base_damage - self.armor, 1)
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self.hp = math.max(0, self.hp - damage)
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self.hp = math.max(0, self.hp - damage)
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self.obj.Numbers(self.level, self.x+8, self.y+8, damage, {1,0,0})
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self.obj.Numbers(self.scene, self.x+8, self.y+8, damage, {1,0,0})
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if (self.hp == 0) then
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if (self.hp == 0) then
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self:destroy()
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self:destroy()
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self.obj.GFX(self.level, self.x+8, self.y+8, "poof", 1)
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self.obj.GFX(self.scene, self.x+8, self.y+8, "poof", 1)
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self.level.playermanager.score = self.level.playermanager.score + 100
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self.scene.playermanager.score = self.scene.playermanager.score + 100
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end
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end
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end
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end
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@ -10,7 +10,7 @@ function GFX:new(level, x, y, spritename, animID)
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width = 16
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width = 16
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height = 16
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height = 16
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GFX.super.new(self, level, "gfx", x - (width/2), y - (height/2), width, height)
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GFX.super.new(self, level, "gfx", x - (width/2), y - (height/2), width, height)
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self.animation = self.level.assets.sprites[spritename]:clone()
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self.animation = self.scene.assets.sprites[spritename]:clone()
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self.duration = self.animation:getAnimationDuration()
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self.duration = self.animation:getAnimationDuration()
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self.timer = 0
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self.timer = 0
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end
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end
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@ -20,7 +20,7 @@ end
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function NumberGFX:draw()
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function NumberGFX:draw()
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love.graphics.setColor(self.color)
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love.graphics.setColor(self.color)
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self.level.assets.fonts["medium"]:set()
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self.scene.assets.fonts["medium"]:set()
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love.graphics.printf(self.number, self.x+8-40, self.y+8, 80, "center")
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love.graphics.printf(self.number, self.x+8-40, self.y+8, 80, "center")
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utils.graphics.resetColor()
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utils.graphics.resetColor()
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end
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end
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@ -9,11 +9,11 @@ function Coin:new(level, x, y, anim, value)
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end
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end
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function Coin:takeLoot()
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function Coin:takeLoot()
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self.obj.GFX(self.scene, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self:destroy()
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self.level.playermanager.gold = self.level.playermanager.gold + self.value
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self.scene.playermanager.gold = self.scene.playermanager.gold + self.value
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self.level.playermanager.score = self.level.playermanager.score + 10
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self.scene.playermanager.score = self.scene.playermanager.score + 10
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self.level.assets:playSFX("collectcoin")
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self.scene.assets:playSFX("collectcoin")
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end
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end
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return Coin
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return Coin
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@ -9,11 +9,11 @@ function Loot:new(level, x, y, name)
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end
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end
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function Loot:takeLoot()
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function Loot:takeLoot()
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self.obj.GFX(self.scene, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self:destroy()
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self.level.playermanager.gold = self.level.playermanager.gold + 1
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self.scene.playermanager.gold = self.scene.playermanager.gold + 1
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self.level.playermanager.score = self.level.playermanager.score + 10
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self.scene.playermanager.score = self.scene.playermanager.score + 10
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self.level.assets:playSFX("collectcoin")
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self.scene.assets:playSFX("collectcoin")
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end
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end
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function Loot:update(dt)
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function Loot:update(dt)
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@ -21,7 +21,7 @@ function Loot:update(dt)
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end
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end
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function Loot:draw()
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function Loot:draw()
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self.level.assets.sprites[self.sprite]:drawAnimation(self.x, self.y)
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self.scene.assets.sprites[self.sprite]:drawAnimation(self.x, self.y)
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end
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end
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return Loot
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return Loot
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@ -8,7 +8,7 @@ function Entity:new(level, collType, x, y, w, h) -- On enregistre une nouvelle e
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end
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end
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function Entity:initPhysics(level, collType, x, y, w, h)
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function Entity:initPhysics(level, collType, x, y, w, h)
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self.level = level
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self.scene = level
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self.world = level.world
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self.world = level.world
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self.camera = level.camera
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self.camera = level.camera
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self.obj = self.world.obj
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self.obj = self.world.obj
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@ -65,8 +65,8 @@ end
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-- Physics and function called every game update
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-- Physics and function called every game update
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function Player:update(dt)
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function Player:update(dt)
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self.keys = self.level.sources[1].keys
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self.keys = self.scene.sources[1].keys
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self.level.assets.sprites[self.stats.race]:setCustomSpeed(math.abs(self.xsp / 60))
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self.scene.assets.sprites[self.stats.race]:setCustomSpeed(math.abs(self.xsp / 60))
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self:actionMove(dt)
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self:actionMove(dt)
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self:shoot(dt)
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self:shoot(dt)
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@ -174,7 +174,7 @@ function Player:actionMove(dt)
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if ((self.onGround == true) or multijump) and self.keys["A"].isPressed then
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if ((self.onGround == true) or multijump) and self.keys["A"].isPressed then
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self.ysp = self.jmp
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self.ysp = self.jmp
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self.isJumping = true
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self.isJumping = true
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self.level.assets:playSFX("jump")
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self.scene.assets:playSFX("jump")
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end
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end
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if (self.isJumping == true) and (self.ysp < (-4 * 60)) and (not (self.keys["A"].isDown)) then
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if (self.isJumping == true) and (self.ysp < (-4 * 60)) and (not (self.keys["A"].isDown)) then
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@ -185,7 +185,7 @@ function Player:actionMove(dt)
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end
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end
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function Player:launchWeapon()
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function Player:launchWeapon()
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self.obj.Weapon(self.level, self.center.x, self.center.y, self.weapon, 350 * utils.math.sign(self.direction))
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self.obj.Weapon(self.scene, self.center.x, self.center.y, self.weapon, 350 * utils.math.sign(self.direction))
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end
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end
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function Player:changeWeapon(id)
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function Player:changeWeapon(id)
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@ -222,11 +222,11 @@ local animation = "idle"
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end
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end
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end
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end
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if not (self.level.assets.sprites[self.stats.race]:animationExist(animation)) then
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if not (self.scene.assets.sprites[self.stats.race]:animationExist(animation)) then
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animation = "idle"
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animation = "idle"
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end
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end
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self.level.assets.sprites[self.stats.race]:changeAnimation(animation, false)
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self.scene.assets.sprites[self.stats.race]:changeAnimation(animation, false)
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return animation
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return animation
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end
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end
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@ -234,7 +234,7 @@ end
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function Player:draw(dt)
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function Player:draw(dt)
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local drawx, drawy = utils.math.floorCoord(self.center.x, self.center.y)
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local drawx, drawy = utils.math.floorCoord(self.center.x, self.center.y)
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local animation = self:getAnimation()
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local animation = self:getAnimation()
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self.level.assets.sprites[self.stats.race]:drawAnimation(drawx, drawy, 0, self.direction, 1, 16, 36)
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self.scene.assets.sprites[self.stats.race]:drawAnimation(drawx, drawy, 0, self.direction, 1, 16, 36)
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end
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end
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-- DEATH and HIT functions
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-- DEATH and HIT functions
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@ -59,7 +59,7 @@ end
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function Weapon:draw(dt)
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function Weapon:draw(dt)
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local rotation = math.floor(self.rotation/45)*45
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local rotation = math.floor(self.rotation/45)*45
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drawx, drawy = self:getCenter()
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drawx, drawy = self:getCenter()
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self.level.assets.tileset["weapon"]:drawTile(self.weaponid, drawx, drawy,
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self.scene.assets.tileset["weapon"]:drawTile(self.weaponid, drawx, drawy,
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rotation, self.direction, 1, 8, 8)
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rotation, self.direction, 1, 8, 8)
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end
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end
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