scenes/levels: reorganize items arguments

This commit is contained in:
Kazhnuz 2019-03-03 12:34:23 +01:00
parent 3467b68b7d
commit ea9bdca58a
8 changed files with 18 additions and 18 deletions

View File

@ -17,7 +17,7 @@ end
function Level:spawnPlayer(playerID)
local play = self.players[playerID]
Player(self, playerID, self.startx, self.starty)
Player(self, self.startx, self.starty, playerID)
self.activePlayer = playerID
end

View File

@ -38,10 +38,10 @@ end
function Level:addEntityByName(name, x, y)
if name == "coin" then
Loot(self, "coin", 1, x, y)
Loot(self, x, y, "coin", 1)
end
if name == "block" then
Block(self, 0, x, y)
Block(self, x, y, 0)
end
end
@ -74,19 +74,19 @@ function Level:loadCollisions()
for k, objectlayer in pairs(self.map.layers) do
if self:isCollisionLayer(objectlayer.name) then
for k, object in pairs(objectlayer.objects) do
self:addCollision(objectlayer.name,object.x,object.y,object.width,object.height)
self:addCollision(object.x,object.y,object.width,object.height, objectlayer.name)
end
self.map:removeLayer(objectlayer.name)
end
end
end
function Level:addCollision(name, x, y, w, h) -- Rajouter un block solide dans le monde physique
function Level:addCollision(x, y, w, h, name) -- Rajouter un block solide dans le monde physique
--block.collType = name
if w == 0 then
w = 1
end
local block = Collision(self, name, x, y, w, h)--{x=x,y=y,w=w,h=h,solid=1}
local block = Collision(self, x, y, w, h, name)--{x=x,y=y,w=w,h=h,solid=1}
self.blocks[#self.blocks+1] = block -- On ajoute le block à la liste des blocks
--self:addPhysicalObject(block, x,y,w,h) -- On le rajoute au monde physique

View File

@ -2,7 +2,7 @@ local Entity = require "scenes.levels.entities.parent"
Block = Entity:extend()
function Block:new(level, item, x ,y)
function Block:new(level, x , y, item)
Block.super.new(self, level, "block", x, y, 16, 16)
self.item = item or 0
end
@ -19,7 +19,7 @@ function Block:breakBlock()
Debris(self.level, x+dist, y+dist, spd, 45, duration)
Debris(self.level, x-dist, y+dist, spd, 180+45, duration)
Debris(self.level, x-dist, y-dist, spd, 180-45, duration)
GFX(self.level, "poof", 1, self.x+8, self.y+8)
GFX(self.level, self.x+8, self.y+8, "poof", 1)
assets:playSFX("break")
self.level.score = self.level.score + 10
self:destroy()

View File

@ -2,7 +2,7 @@ local Entity = require "scenes.levels.entities.parent"
Collision = Entity:extend()
function Collision:new(level, collType, x, y, w, h)
function Collision:new(level, x, y, w, h, collType)
Collision.super.new(self, level, collType, x, y, w, h)
self:setDebugColor(0,0,0)

View File

@ -2,7 +2,7 @@ local Entity = require "scenes.levels.entities.parent"
GFX = Entity:extend()
function GFX:new(level, spritename, animID,x,y)
function GFX:new(level, x, y, spritename, animID)
local width, height
self.name = spritename
self.animID = animID

View File

@ -4,7 +4,7 @@ Loot = Entity:extend()
Coin = Loot:extend()
WeaponLoot = Loot:extend()
function Loot:new(level, name, value, x, y)
function Loot:new(level, x, y, name, value)
Loot.super.new(self, level, "loot", x, y, 16, 16)
self.value = value
self.collType = "loot"
@ -12,7 +12,7 @@ function Loot:new(level, name, value, x, y)
end
function Loot:takeLoot()
GFX(self.level, "sparkle", 1, self.x+8, self.y+8)
GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
self:destroy()
self.level.gold = self.level.gold + 1
assets:playSFX("collectcoin")

View File

@ -4,7 +4,7 @@ Player = Entity:extend()
-- Initialisation functions
function Player:new(level, playerID, x, y)
function Player:new(level, x, y, playerID)
local w, h = 32, 24
self.direction = 1
@ -265,7 +265,7 @@ function Player:actionMove(dt)
end
function Player:launchWeapon()
Weapon(self.level, self.weapon, self.center.x, self.center.y, 350 * utils.math.sign(self.direction))
Weapon(self.level, self.center.x, self.center.y, self.weapon, 350 * utils.math.sign(self.direction))
end
function Player:changeWeapon(id)

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@ -2,11 +2,11 @@ local Entity = require "scenes.levels.entities.parent"
Weapon = Entity:extend()
function Weapon:new(level, id, x, y, xsp)
function Weapon:new(level, x, y, id, xsp, ysp)
Weapon.super.new(self, level, "weapon", x-8, y - 8, 16, 16)
self.weaponid = id
self.xsp = xsp
self.ysp = 0
self.weaponid = id or 0
self.xsp = xsp or 0
self.ysp = ysp or 0
self.rotation = 0
end