chore(levels): rename Actor.collType to Actor.type

This commit is contained in:
Kazhnuz 2019-06-16 18:32:31 +02:00
parent 652771de5a
commit 666aa13565
7 changed files with 21 additions and 21 deletions

View File

@ -10,7 +10,7 @@ end
function Bullet:setFilter() function Bullet:setFilter()
self.filter = function(item, other) self.filter = function(item, other)
if (other.collType=="wall") then if (other.type=="wall") then
return 'touch' return 'touch'
else else
return nil return nil
@ -26,7 +26,7 @@ function Bullet:update(dt)
for j=1,cols_len do for j=1,cols_len do
local other = cols[j].other local other = cols[j].other
if other.collType=="wall" and (self.life == 1) then if other.type=="wall" and (self.life == 1) then
self:destroy() self:destroy()
end end
end end

View File

@ -2,8 +2,8 @@ local Entity = require "scenes.levels.entities.parent"
local Collision = Entity:extend() local Collision = Entity:extend()
function Collision:new(world, x, y, w, h, collType) function Collision:new(world, x, y, w, h, type)
Collision.super.new(self, world, collType, x, y, w, h) Collision.super.new(self, world, type, x, y, w, h)
self:setDebugColor(0,0,0) self:setDebugColor(0,0,0)
end end

View File

@ -16,7 +16,7 @@ end
function Debris:setFilter() function Debris:setFilter()
self.filter = function(item, other) self.filter = function(item, other)
if ((other.collType=="wall")) then if ((other.type=="wall")) then
return 'bounce' return 'bounce'
else else
return nil return nil

View File

@ -4,7 +4,7 @@ local Loot = Entity:extend()
function Loot:new(world, x, y, name) function Loot:new(world, x, y, name)
Loot.super.new(self, world, "loot", x, y, 16, 16) Loot.super.new(self, world, "loot", x, y, 16, 16)
self.collType = "loot" self.type = "loot"
self.sprite = name self.sprite = name
end end

View File

@ -1,18 +1,18 @@
local Entity = Object:extend() -- On créer la classe des entitées, c'est la classe de base local Entity = Object:extend() -- On créer la classe des entitées, c'est la classe de base
function Entity:new(world, collType, x, y, w, h) -- On enregistre une nouvelle entité, avec par défaut sa hitbox. function Entity:new(world, type, x, y, w, h) -- On enregistre une nouvelle entité, avec par défaut sa hitbox.
self:initPhysics(world, collType, x, y, w, h) self:initPhysics(world, type, x, y, w, h)
self.destroyed = false self.destroyed = false
self.registered = false self.registered = false
self:setDebugColor(0,0,0) self:setDebugColor(0,0,0)
end end
function Entity:initPhysics(world, collType, x, y, w, h) function Entity:initPhysics(world, type, x, y, w, h)
self.scene = world.scene self.scene = world.scene
self.world = world self.world = world
self.camera = self.scene.camera self.camera = self.scene.camera
self.obj = self.world.obj self.obj = self.world.obj
self.collType = collType self.type = type
self.gacc = 550 self.gacc = 550
self.xsp = 0 self.xsp = 0

View File

@ -91,12 +91,12 @@ end
function Player:setFilter() function Player:setFilter()
self.filter = function(item, other) self.filter = function(item, other)
if (other.collType == "wall") then return 'slide' if (other.type == "wall") then return 'slide'
elseif (other.collType == "block") then return 'slide' elseif (other.type == "block") then return 'slide'
elseif (other.collType == "platform") and elseif (other.type == "platform") and
(self.ysp > 0) and (self.ysp > 0) and
((self.y+24) <= other.y) then return 'slide' ((self.y+24) <= other.y) then return 'slide'
elseif (other.collType == "loot") then return 'cross' elseif (other.type == "loot") then return 'cross'
else return nil else return nil
end end
end end
@ -106,7 +106,7 @@ function Player:resolveCollisions(cols, cols_len)
local cols, cols_len = cols, cols_len local cols, cols_len = cols, cols_len
for j=1,cols_len do for j=1,cols_len do
local other = cols[j].other local other = cols[j].other
if (other.collType == "loot") then if (other.type == "loot") then
other:takeLoot() other:takeLoot()
end end
end end

View File

@ -12,11 +12,11 @@ end
function Weapon:setFilter() function Weapon:setFilter()
self.filter = function(item, other) self.filter = function(item, other)
if (other.collType=="wall") then if (other.type=="wall") then
return 'touch' return 'touch'
elseif (other.collType=="block") then elseif (other.type=="block") then
return "touch" return "touch"
elseif (other.collType=="ennemy") then elseif (other.type=="ennemy") then
return "touch" return "touch"
else else
return nil return nil
@ -33,14 +33,14 @@ function Weapon:update(dt)
for j=1,cols_len do for j=1,cols_len do
local other = cols[j].other local other = cols[j].other
if other.collType=="wall" and (self.life == 1) then if other.type=="wall" and (self.life == 1) then
self:destroy() self:destroy()
end end
if other.collType=="block" and (self.life == 1) then if other.type=="block" and (self.life == 1) then
self:destroy() self:destroy()
other:breakBlock() other:breakBlock()
end end
if other.collType=="ennemy" and (self.life == 1) then if other.type=="ennemy" and (self.life == 1) then
self:destroy() self:destroy()
other:getDamage(1) other:getDamage(1)
end end