scenes/levels: don't access directly to the bump world
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@ -9,7 +9,7 @@ end
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function Entity:initPhysics(level, collType, x, y, w, h)
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self.level = level
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self.world = level.world
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self.world = level
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self.collType = collType
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self.gacc = 500
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@ -43,11 +43,11 @@ function Entity:update(dt)
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end
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function Entity:register() -- On enregistre la hitbox dans le monde, pour l'instant les deux parties du programmes sont séparé (génération et enregistrement, peut-être qu'elles seront fusionnées)
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self.world:add(self, self.x, self.y, self.w, self.h)
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self.world:addEntity(self, self.x, self.y, self.w, self.h)
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end
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function Entity:destroy()
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self.world:remove(self)
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self.world:removeEntity(self)
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end
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function Entity:canBounce(bounce)
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@ -102,7 +102,7 @@ function Entity:getCenter()
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end
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function Entity:purge()
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self.world:remove(self)
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self.world:removeEntity(self)
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end
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function Entity:setFilter()
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@ -120,7 +120,7 @@ end
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function Entity:move(dt)
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self.onGround = false
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local xsp, ysp = self.xsp * dt, self.ysp * dt
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self.x, self.y, cols, cols_len = self.world:move(self, self.x + xsp, self.y + ysp, self.filter)
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self.x, self.y, cols, cols_len = self.world:moveEntity(self, self.x + xsp, self.y + ysp, self.filter)
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for i=1, cols_len do
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local col = cols[i]
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