naming conventions act 2: the end

This commit is contained in:
lustlion
2022-03-06 09:35:45 +01:00
parent edd064c2fd
commit 05bf757ea5
29 changed files with 509 additions and 536 deletions

View File

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