scenes/level: use the new functions names whenever possible
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2e70067303
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@ -45,11 +45,11 @@ function Entity:update(dt)
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end
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function Entity:register()
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self.world:addEntity(self, self.x, self.y, self.w, self.h)
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self.world:registerActor(self)
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end
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function Entity:destroy()
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self.world:removeEntity(self)
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self.world:removeActor(self)
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end
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function Entity:canBounce(bounce)
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@ -105,7 +105,7 @@ function Entity:getCenter()
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end
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function Entity:purge()
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self.world:removeEntity(self)
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self.world:removeActor(self)
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end
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function Entity:setFilter()
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@ -124,7 +124,7 @@ 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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local cols, cols_len
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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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self.x, self.y, cols, cols_len = self.world:moveActor(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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@ -43,7 +43,7 @@ function PlayerManager:spawnPlayer(playerID)
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end
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function PlayerManager:getPlayers()
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local itemList = self.scene.world:getEntities()
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local itemList = self.scene.world:getActors()
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local playerList = {}
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for i,v in ipairs(itemList) do
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@ -56,7 +56,7 @@ function PlayerManager:getPlayers()
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end
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function PlayerManager:getPlayerByID(id)
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local itemList = self.scene.world:getEntities()
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local itemList = self.scene.world:getActors()
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local player
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if (id == nil) then
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