scenes/levels: make the controller a local object
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@ -1,4 +1,4 @@
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Level = Object:extend() -- On créer la classe des entitées, c'est la classe de base
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local Level = Object:extend() -- On créer la classe des entitées, c'est la classe de base
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local World = require "scenes.levels.controller.world"
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local Camera = require "scenes.levels.controller.camera"
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@ -90,3 +90,5 @@ function Level:draw(dt)
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self.playermanager:drawHUD()
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end
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end
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return Level
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@ -2,16 +2,12 @@
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require "scenes.levels.sounds"
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require "scenes.levels.sprites"
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require "scenes.levels.controller"
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require "scenes.levels.entities"
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local Level = require "scenes.levels.controller"
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-- On charge le module de scene et créer l'objet de scene des niveaux
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local Scene = require "core.modules.scenes"
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local LevelScene = Scene:extend()
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local currentLevel = Level()
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local previousMenu
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-- On initialise les variables
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--local map -- la carte
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@ -22,27 +18,20 @@ local previousMenu
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-- Cela permet de réduire la présence de la variable d'état à se fichier, et de communiquer
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-- uniquement avec cette fonction
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function levelLoad(levelID, missionID)
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level_loadSounds()
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loadSprites()
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currentLevel:loadMission(levelID, missionID)
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Gamestate.switch(stateLevel)
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end
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function LevelScene:new(levelID, missionID)
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self.controller = Level()
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LevelScene.super.new(self)
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level_loadSounds()
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loadSprites()
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previousMenu = previous
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currentLevel:loadMission(levelID, missionID)
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self.controller:loadMission(levelID, missionID)
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self:register()
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end
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function LevelScene:update(dt)
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lovebird.update()
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currentLevel:update(dt)
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self.controller:update(dt)
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end
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function LevelScene:keypressed(key)
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@ -59,20 +48,11 @@ function LevelScene:keypressed(key)
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end
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function LevelScene:draw(dt)
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currentLevel:draw(dt)
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self.controller:draw(dt)
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end
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function LevelScene:exit()
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currentLevel:reset()
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end
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function love.resize(w, h)
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currentLevel.map:resize(w, h)
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end
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function exitLevel()
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currentLevel:reset()
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Gamestate.switch(stateDebugMenu)
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self.controller:reset()
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end
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return LevelScene
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