more naming convention
now there are spawn objects! now entity spawns are loaded from level! now entity spawns are saved to level!
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@@ -7,8 +7,8 @@ function LoadedObjects.drawCollisions()
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end
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for _, platform in pairs(LoadedObjects.Platforms) do
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if platform.disable == true then platform:Draw(2) end
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if platform.disable == false then platform:Draw(1) end
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if platform.is_disabled == true then platform:Draw(2) end
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if platform.is_disabled == false then platform:Draw(1) end
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end
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for _, ladder in pairs(LoadedObjects.Ladders) do
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@@ -23,13 +23,13 @@ end
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-- returns true if theres a collision at that point
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function isThereObjectAt(x,y,objectType)
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for _, object in pairs(objectType) do
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if object.disable then
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if object.is_disabled then
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-- Dont calculate if dissabled
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elseif x >= object.from.x
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and x <= object.to.x
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and y >= object.from.y
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and y <= object.to.y then
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object.isColliding = true
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object.is_colliding = true
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return true
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end
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end
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@@ -54,21 +54,21 @@ function setCollisionFlags()
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}
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for _, type in pairs(Check) do
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for _, object in pairs(type) do
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object.isColliding = false
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object.is_colliding = false
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end
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end
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for _, platform in pairs(LoadedObjects.Platforms) do
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if main_Player.pos.y < platform.from.y then
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platform.disable = false
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if main_player.pos.y < platform.from.y then
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platform.is_disabled = false
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else
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platform.disable = true
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platform.is_disabled = true
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end
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end
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for _, platform in pairs(LoadedObjects.Hazards) do
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if main_Player.isOnGround then
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platform.disable = true
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if main_player.isOnGround then
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platform.is_disabled = true
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else
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platform.disable = false
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platform.is_disabled = false
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end
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end
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end
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