scenes/levels: remove unused controller
They'll be put back again when they'll be usefull
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@ -1,66 +0,0 @@
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function Level:setDebugMode(debugmode)
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self.debugmode = debugmode
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self.drawdebug = false
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end
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function Level:debugKey(key)
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if (key == "l") and self.drawdebug then
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local mousex, mousey = self:cameraWorldCoord(love.mouse.getPosition())
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mousex, mousey = pixeliseCoord(mousex, mousey, 16)
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Loot(self.world, 0, 0, mousex, mousey)
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end
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if (key == "r") and self.drawdebug then
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self:launchMission()
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end
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if (key == "tab") then
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self.drawdebug = invertBool(self.drawdebug)
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end
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end
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function Level:debugPlayerCoord()
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local playerList = self:getPlayers()
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local string = "total players : " .. #playerList .. "\n"
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for i,v in ipairs(playerList) do
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v.id = i
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local x, y = utils.math.floorCoord(v.x, v.y)
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string = string .. "p" .. v.id .. " : " .. x .. ";" .. y .. "\n"
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end
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return string
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end
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function Level:drawHitbox(box, r, g, b)
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drawBox(box.x, box.y, box.w, box.h, r, g, b)
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end
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function Level:debugDrawCursor()
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local mousex, mousey = self:cameraWorldCoord(love.mouse.getPosition())
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mousex, mousey = pixeliseCoord(mousex, mousey, 16)
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mousex, mousey = self:cameraCoords(mousex, mousey)
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color = {255,255,255}
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drawBox(mousex, mousey, 16, 16, 255, 255, 255)
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end
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function Level:drawCollisions()
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if (self.drawdebug == true) then
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for _,block in ipairs(self.blocks) do
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if (block.collType == "wall") then
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self:drawHitbox(block, 0,0,0)
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elseif (block.collType == "platform") then
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self:drawHitbox(block, 64, 64, 64)
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end
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end
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end
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end
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function Level:drawDebugHUD()
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if (self.drawdebug == true) then
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self:debugDrawCursor()
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assets.fonts["small"]:set()
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local playercoord = self:debugPlayerCoord()
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local entityNumbers = self.world:countItems()
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love.graphics.print(playercoord .. self.activeObjects .. "/" .. entityNumbers, 8, 8)
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end
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end
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@ -1,2 +0,0 @@
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function Level:pauseUpdate()
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end
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