scenes/levels : stock in a table entities
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@ -23,3 +23,5 @@ function Block:breakBlock()
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self.level.score = self.level.score + 10
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self:destroy()
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end
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return Block
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@ -42,3 +42,5 @@ end
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function Bullet:draw(dt)
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currentLevel:drawHitbox(self, 0,128,0)
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end
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return Bullet
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@ -6,3 +6,5 @@ function Collision:new(level, collType, x, y, w, h)
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self:setDebugColor(0,0,0)
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end
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return Collision
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@ -52,3 +52,5 @@ function Debris:draw(dt)
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assets.sprites["debris"]:draw(1, drawx, drawy, rotation,
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1, 1, 4, 4)
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end
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return Debris
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@ -25,3 +25,5 @@ end
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function GFX:draw(dt)
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self.animation:draw(assets.sprites[self.name].image, self.x, self.y)
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end
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return GFX
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@ -1,14 +1,16 @@
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Entity = Object:extend() -- On créer la classe des entitées, c'est la classe de base
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local Obj = {}
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-- On charge toutes les différentes types d'entitées
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require "scenes.levels.entities.collision"
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require "scenes.levels.entities.block"
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require "scenes.levels.entities.bullet"
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require "scenes.levels.entities.loot"
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require "scenes.levels.entities.weapon"
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require "scenes.levels.entities.gfx"
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require "scenes.levels.entities.debris"
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require "scenes.levels.entities.player"
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Obj.Collision = require "scenes.levels.entities.collision"
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Obj.Block = require "scenes.levels.entities.block"
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Obj.Bullet = require "scenes.levels.entities.bullet"
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Obj.Loot = require "scenes.levels.entities.loot"
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Obj.Weapon = require "scenes.levels.entities.weapon"
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Obj.GFX = require "scenes.levels.entities.gfx"
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Obj.Debris = require "scenes.levels.entities.debris"
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Obj.Player = require "scenes.levels.entities.player"
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function Entity:new(level, x, y, w, h) -- On enregistre une nouvelle entité, avec par défaut sa hitbox.
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self:initPhysics(level, x, y, w, h)
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@ -24,3 +24,5 @@ function Loot:draw()
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--local localx, localy = currentLevel.camera:cameraCoords(self.x, self.y)
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assets.sprites[self.name]:draw(2, self.x, self.y)
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end
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return Loot
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@ -45,3 +45,5 @@ function Player:getStats(playerID)
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self.stats = game.pigmanager:getPig(1)
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self.playerID = playerID
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end
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return Player
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@ -56,3 +56,5 @@ function Weapon:draw(dt)
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assets.sprites["weapon"]:draw(self.weaponid, drawx, drawy, rotation,
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self.direction, 1, 8, 8)
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end
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return Weapon
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