refactor(levels): use the gfx2D actor directly instead of old gfx entity
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@ -1,30 +0,0 @@
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local Entity = require "scenes.levels.entities.parent"
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local Animator = require "core.modules.assets.animator"
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local GFX = Entity:extend()
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function GFX:new(world, x, y, spritename, animID)
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local width, height
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self.name = spritename
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self.animID = animID
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width = 16
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height = 16
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GFX.super.new(self, world, "gfx", x - (width/2), y - (height/2), width, height)
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self.animation = self.scene.assets.sprites[spritename]:clone()
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self.duration = self.animation:getAnimationDuration()
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self.timer = 0
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end
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function GFX:update(dt)
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self.timer = self.timer + dt
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self.animation:update(dt)
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if (self.timer >= self.duration) then
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self:destroy()
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end
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end
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function GFX:draw(dt)
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self.animation:draw(self.x, self.y)
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end
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return GFX
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@ -8,13 +8,14 @@ Obj.Coin = require "scenes.levels.entities.loot.coin"
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Obj.Coin5 = require "scenes.levels.entities.loot.coin5"
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Obj.Coin5 = require "scenes.levels.entities.loot.coin5"
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Obj.Coin10 = require "scenes.levels.entities.loot.coin10"
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Obj.Coin10 = require "scenes.levels.entities.loot.coin10"
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Obj.Weapon = require "scenes.levels.entities.weapon"
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Obj.Weapon = require "scenes.levels.entities.weapon"
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Obj.GFX = require "scenes.levels.entities.gfx.gfx"
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Obj.Numbers = require "scenes.levels.entities.gfx.numbers"
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Obj.Numbers = require "scenes.levels.entities.gfx.numbers"
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Obj.Debris = require "scenes.levels.entities.debris"
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Obj.Debris = require "scenes.levels.entities.debris"
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Obj.Player = require "scenes.levels.entities.player"
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Obj.Player = require "scenes.levels.entities.player"
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Obj.Ennemy = require "scenes.levels.entities.ennemies.parent"
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Obj.Ennemy = require "scenes.levels.entities.ennemies.parent"
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Obj.GFX = require "core.modules.world.actors.gfx2D"
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Obj.index = {}
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Obj.index = {}
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Obj.index["coin"] = Obj.Coin
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Obj.index["coin"] = Obj.Coin
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