naming convention for most stuff but not all
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@@ -30,7 +30,7 @@ LoadedObjects.Rooms = {}
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--]]
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-- can also be called with only ox and oy, where they become the width and height instead
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function Collision:New(ox,oy,tx,ty)
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function Collision:new(ox,oy,tx,ty)
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local o = {isColliding = false, isDisabled = false}
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if tx ~= nil and ty ~= nil then
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@@ -55,28 +55,28 @@ end
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function Collision:CenterAt(x, y)
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function Collision:centerAt(x, y)
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self.from.x = x-self.width/2
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self.from.y = y-self.height/2
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self.to.x = x+self.width/2
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self.to.y = y+self.height/2
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end
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function Collision:PlaceAt(x, y)
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function Collision:placeAt(x, y)
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self.from.x = x or self.from.x
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self.from.y = y or self.from.y
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self.to.x = self.from.x + self.width
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self.to.y = self.from.x + self.height
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end
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function Collision:ContainsPoint(x, y)
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function Collision:containsPoint(x, y)
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return x >= self.from.x and
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y >= self.from.y and
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x <= self.to.x and
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y <= self.to.y
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end
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function Collision:Draw(color)
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function Collision:draw(color)
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if self.isColliding == true then
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love.graphics.setColor(0,1,0,0.5)
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elseif color == 1 then
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@@ -88,10 +88,3 @@ function Collision:Draw(color)
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love.graphics.setColor(0,1,90,0.5)
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love.graphics.rectangle("line",self.from.x-Camera.pos.x, self.from.y-Camera.pos.y, self.width, self.height)
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end
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function DrawRooms()
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for _, room in pairs(LoadedObjects.Rooms) do
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love.graphics.setColor(0,0,100,1)
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love.graphics.rectangle("line",room.from.x-Camera.pos.x, room.from.y-Camera.pos.y, room.width, room.height)
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end
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end
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