refactor(levels): register the world and manage it automatically
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0474c8161a
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@ -60,13 +60,10 @@ end
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function Level:update(dt)
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local keys = self.sources[1].keys
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if (self.pause == false) then
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self.playermanager:update(dt)
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self.world:update(dt)
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self.camera:update(dt)
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end
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if keys["start"].isPressed then
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self.world:setActivity(self.pause)
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self.assets:setActivity(self.pause)
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self.pause = (self.pause == false)
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end
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end
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@ -77,9 +74,6 @@ end
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function Level:draw(dt)
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utils.graphics.resetColor()
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self.camera:floorCoord()
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self.world:draw()
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if (self.pause == false) then
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self.playermanager:drawHUD()
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end
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@ -17,6 +17,9 @@ function World:new(scene, mapfile)
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self.backcolor = self.map.backgroundcolor or {0, 0, 0}
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self.activeObjects = 0
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self:register()
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self.isActive = true
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end
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function World:load()
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@ -58,8 +61,10 @@ end
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-- All update functions
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function World:update(dt)
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self.scene.playermanager:update(dt)
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self:updateEntities(dt)
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self:updateMap(dt)
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self.scene.camera:update(dt)
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end
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function World:updateEntities(dt)
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@ -84,6 +89,7 @@ end
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function World:draw()
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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.scene.camera:floorCoord()
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self:drawBackgroundColor()
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self.scene.camera:attach()
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self:drawMap()
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