scenes/levels: fuse map update and draw functions
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@ -86,11 +86,9 @@ end
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-- UPDATE FUNCTIONS
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function Level:update(dt)
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self:updateMap(dt)
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if (self.pause == false) then
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self:updatePlayerSystem(dt)
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self:worldUpdate(dt)
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self:updateWorld(dt)
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assets:update(dt)
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self:updateCamera(dt)
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end
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@ -105,14 +103,8 @@ function Level:draw(dt)
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-- Ona attache puis détache la caméra pour dessiner le monde, afin que celui
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-- reste "fixe" tandis que le jouer bouge.
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self:floorCameraCoord()
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self:drawBackgroundColor()
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self.camera:attach()
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self:drawWorld()
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self:drawMap()
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self:drawCollisions()
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self:worldDraw()
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self.camera:detach()
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if (self.pause == false) then
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self:drawHUD()
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end
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@ -106,7 +106,12 @@ function Level:countEntities()
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return self.entities:countItems()
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end
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function Level:worldUpdate(dt)
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function Level:updateWorld(dt)
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self:updateEntities(dt)
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self:updateMap(dt)
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end
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function Level:updateEntities(dt)
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--l,t,w,h = l or 0, t or 0, w or self.width, h or self.height
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local visibleThings, len = self:getVisibleEntities()
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--table.sort(visibleThings, sortByUpdateOrder)
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@ -118,7 +123,15 @@ function Level:worldUpdate(dt)
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self.activeObjects = len
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end
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function Level:worldDraw(dt)
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function Level:drawWorld()
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self:drawBackgroundColor()
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self.camera:attach()
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self:drawMap()
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self:drawEntities()
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self.camera:detach()
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end
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function Level:drawEntities()
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--l,t,w,h = l or 0, t or 0, w or self.width, h or self.height
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local visibleThings, len = self:getVisibleEntities()
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--table.sort(visibleThings, sortByUpdateOrder)
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