naming conventions act 2: the end
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@@ -22,10 +22,10 @@ function drawGameworldBackground()
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if LevelTiles[i][j].id ~= 0 then
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local depth = TileData[LevelTiles[i][j].id].depth
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DrawTile(
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drawTile(
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LevelTiles[i][j],
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tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
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tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
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tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.width) - Camera.pos.x,
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tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height) - Camera.pos.y,
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"background"
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)
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@@ -61,10 +61,10 @@ function drawGameworldForeground()
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if LevelTiles[i][j].id ~= 0 then
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local depth = TileData[LevelTiles[i][j].id].depth
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DrawTile(
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drawTile(
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LevelTiles[i][j],
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tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
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tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
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tile_properties.scale * j * tile_properties.width + tile_properties.scale * (level_properties.offset.x - tile_properties.width) - Camera.pos.x,
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tile_properties.scale * i * tile_properties.height + tile_properties.scale * (level_properties.offset.y - tile_properties.height) - Camera.pos.y,
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"foreground"
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)
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@@ -102,12 +102,12 @@ function drawGameworldLights()
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if light.range ~= 0 then
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love.graphics.setColor(light.color[1],light.color[2],light.color[3],1)
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Shader.RadiusGradient:send("pos_x",- Camera.pos.x + light.pos.x)
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Shader.RadiusGradient:send("pos_y",- Camera.pos.y + light.pos.y)
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Shader.RadiusGradient:send("range",light.range)
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Shader.RadiusGradient:send("scale",game.scale)
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shader.circle_gradient:send("pos_x",- Camera.pos.x + light.pos.x)
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shader.circle_gradient:send("pos_y",- Camera.pos.y + light.pos.y)
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shader.circle_gradient:send("range",light.range)
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shader.circle_gradient:send("scale",game.scale)
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love.graphics.setShader(Shader.RadiusGradient)
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love.graphics.setShader(shader.circle_gradient)
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love.graphics.circle(
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"fill",
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- Camera.pos.x + light.pos.x,
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