scenes/levels : stock in a table entities

This commit is contained in:
Kazhnuz 2019-03-03 10:57:01 +01:00
parent 80f5faae9e
commit 2f08fd25b8
9 changed files with 26 additions and 8 deletions

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@ -23,3 +23,5 @@ function Block:breakBlock()
self.level.score = self.level.score + 10
self:destroy()
end
return Block

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@ -42,3 +42,5 @@ end
function Bullet:draw(dt)
currentLevel:drawHitbox(self, 0,128,0)
end
return Bullet

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@ -6,3 +6,5 @@ function Collision:new(level, collType, x, y, w, h)
self:setDebugColor(0,0,0)
end
return Collision

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@ -52,3 +52,5 @@ function Debris:draw(dt)
assets.sprites["debris"]:draw(1, drawx, drawy, rotation,
1, 1, 4, 4)
end
return Debris

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@ -25,3 +25,5 @@ end
function GFX:draw(dt)
self.animation:draw(assets.sprites[self.name].image, self.x, self.y)
end
return GFX

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@ -1,14 +1,16 @@
Entity = Object:extend() -- On créer la classe des entitées, c'est la classe de base
local Obj = {}
-- On charge toutes les différentes types d'entitées
require "scenes.levels.entities.collision"
require "scenes.levels.entities.block"
require "scenes.levels.entities.bullet"
require "scenes.levels.entities.loot"
require "scenes.levels.entities.weapon"
require "scenes.levels.entities.gfx"
require "scenes.levels.entities.debris"
require "scenes.levels.entities.player"
Obj.Collision = require "scenes.levels.entities.collision"
Obj.Block = require "scenes.levels.entities.block"
Obj.Bullet = require "scenes.levels.entities.bullet"
Obj.Loot = require "scenes.levels.entities.loot"
Obj.Weapon = require "scenes.levels.entities.weapon"
Obj.GFX = require "scenes.levels.entities.gfx"
Obj.Debris = require "scenes.levels.entities.debris"
Obj.Player = require "scenes.levels.entities.player"
function Entity:new(level, x, y, w, h) -- On enregistre une nouvelle entité, avec par défaut sa hitbox.
self:initPhysics(level, x, y, w, h)

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@ -24,3 +24,5 @@ function Loot:draw()
--local localx, localy = currentLevel.camera:cameraCoords(self.x, self.y)
assets.sprites[self.name]:draw(2, self.x, self.y)
end
return Loot

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@ -45,3 +45,5 @@ function Player:getStats(playerID)
self.stats = game.pigmanager:getPig(1)
self.playerID = playerID
end
return Player

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@ -56,3 +56,5 @@ function Weapon:draw(dt)
assets.sprites["weapon"]:draw(self.weaponid, drawx, drawy, rotation,
self.direction, 1, 8, 8)
end
return Weapon