scenes/levels: make all object locals
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@ -1,3 +1,5 @@
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local Obj = require "scenes.levels.entities"
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function Level:resetPlayers(player)
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self.players = {}
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self.deathTimer = -100
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@ -17,7 +19,7 @@ end
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function Level:spawnPlayer(playerID)
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local play = self.players[playerID]
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Player(self, self.startx, self.starty, playerID)
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Obj.Player(self, self.startx, self.starty, playerID)
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self.activePlayer = playerID
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end
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@ -1,5 +1,8 @@
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local Obj = require "scenes.levels.entities"
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function Level:initWorld()
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self.map = Sti("assets/maps/" .. self.mapfile .. ".lua")
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self.obj = Obj
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self.world = Bump.newWorld(50)
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self.backcolor = self.map.backgroundcolor or {0, 0, 0}
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self.blocks = {} -- On vide la liste des blocks
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@ -38,10 +41,10 @@ end
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function Level:addEntityByName(name, x, y)
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if name == "coin" then
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Coin(self, x, y)
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self.obj.Coin(self, x, y)
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end
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if name == "block" then
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Block(self, x, y, 0)
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self.obj.Block(self, x, y, 0)
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end
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end
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@ -86,7 +89,7 @@ function Level:addCollision(x, y, w, h, name) -- Rajouter un block solide dans l
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if w == 0 then
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w = 1
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end
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local block = Collision(self, x, y, w, h, name)--{x=x,y=y,w=w,h=h,solid=1}
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local block = self.obj.Collision(self, x, y, w, h, name)--{x=x,y=y,w=w,h=h,solid=1}
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self.blocks[#self.blocks+1] = block -- On ajoute le block à la liste des blocks
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--self:addPhysicalObject(block, x,y,w,h) -- On le rajoute au monde physique
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@ -1,6 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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Block = Entity:extend()
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local Block = Entity:extend()
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function Block:new(level, x , y, item)
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Block.super.new(self, level, "block", x, y, 16, 16)
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@ -15,11 +15,11 @@ function Block:breakBlock()
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local x, y = self:getCenter()
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local spd, duration = 250, 5
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local dist = 0
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Debris(self.level, x+dist, y-dist, spd, 270+45, duration)
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Debris(self.level, x+dist, y+dist, spd, 45, duration)
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Debris(self.level, x-dist, y+dist, spd, 180+45, duration)
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Debris(self.level, x-dist, y-dist, spd, 180-45, duration)
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GFX(self.level, self.x+8, self.y+8, "poof", 1)
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self.obj.Debris(self.level, x+dist, y-dist, spd, 270+45, duration)
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self.obj.Debris(self.level, x+dist, y+dist, spd, 45, duration)
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self.obj.Debris(self.level, x-dist, y+dist, spd, 180+45, duration)
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self.obj.Debris(self.level, x-dist, y-dist, spd, 180-45, duration)
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self.obj.GFX(self.level, self.x+8, self.y+8, "poof", 1)
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assets:playSFX("break")
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self.level.score = self.level.score + 10
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self:destroy()
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@ -1,6 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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Bullet = Entity:extend()
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local Bullet = Entity:extend()
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function Bullet:new(level, x, y, w, h, speed, dir)
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Bullet.super.new(self, level, "bullet", x - (w / 2), y - (h / 2), w, h)
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@ -1,6 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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Collision = Entity:extend()
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local Collision = Entity:extend()
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function Collision:new(level, x, y, w, h, collType)
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Collision.super.new(self, level, collType, x, y, w, h)
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@ -1,6 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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Debris = Entity:extend()
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local Debris = Entity:extend()
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function Debris:new(level, x, y, speed, dir, timelimit)
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Debris.super.new(self, level, "debris", x - 4, y - 4, 8, 8)
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@ -1,6 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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GFX = Entity:extend()
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local GFX = Entity:extend()
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function GFX:new(level, x, y, spritename, animID)
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local width, height
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@ -1,6 +1,6 @@
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local Loot = require "scenes.levels.entities.loot.parent"
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Coin = Loot:extend()
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local Coin = Loot:extend()
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function Coin:new(level, x, y, anim, value)
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self.value = value or 1
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@ -9,7 +9,7 @@ function Coin:new(level, x, y, anim, value)
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end
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function Coin:takeLoot()
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GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self.level.gold = self.level.gold + self.value
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assets:playSFX("collectcoin")
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@ -1,6 +1,6 @@
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local Coin = require "scenes.levels.entities.loot.coin"
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Coin5 = Coin:extend()
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local Coin5 = Coin:extend()
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function Coin5:new(level, x, y)
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Coin5.super.new(self, level, x, y, 3, 10)
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@ -1,6 +1,6 @@
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local Coin = require "scenes.levels.entities.loot.coin"
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Coin5 = Coin:extend()
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local Coin5 = Coin:extend()
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function Coin5:new(level, x, y)
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Coin5.super.new(self, level, x, y, 2, 5)
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@ -1,7 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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Loot = Entity:extend()
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WeaponLoot = Loot:extend()
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local Loot = Entity:extend()
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function Loot:new(level, x, y, name, anim)
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Loot.super.new(self, level, "loot", x, y, 16, 16)
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@ -11,7 +10,7 @@ function Loot:new(level, x, y, name, anim)
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end
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function Loot:takeLoot()
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GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self.obj.GFX(self.level, self.x+8, self.y+8, "sparkle", 1)
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self:destroy()
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self.level.gold = self.level.gold + 1
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assets:playSFX("collectcoin")
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@ -10,6 +10,7 @@ end
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function Entity:initPhysics(level, collType, x, y, w, h)
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self.level = level
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self.world = level
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self.obj = self.world.obj
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self.collType = collType
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self.gacc = 500
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@ -1,6 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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Player = Entity:extend()
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local Player = Entity:extend()
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-- Initialisation functions
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@ -265,7 +265,7 @@ function Player:actionMove(dt)
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end
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function Player:launchWeapon()
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Weapon(self.level, self.center.x, self.center.y, self.weapon, 350 * utils.math.sign(self.direction))
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self.obj.Weapon(self.level, self.center.x, self.center.y, self.weapon, 350 * utils.math.sign(self.direction))
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end
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function Player:changeWeapon(id)
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@ -1,6 +1,6 @@
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local Entity = require "scenes.levels.entities.parent"
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Weapon = Entity:extend()
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local Weapon = Entity:extend()
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function Weapon:new(level, x, y, id, xsp, ysp)
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Weapon.super.new(self, level, "weapon", x-8, y - 8, 16, 16)
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