naming convention for most stuff but not all

This commit is contained in:
lustlion
2022-03-04 23:28:30 +01:00
parent c978855711
commit cef2096577
29 changed files with 354 additions and 436 deletions

View File

@@ -1,7 +1,7 @@
CursedBook = Entity:New()
CursedBook = Entity:new()
function CursedBook:New(x,y)
local o = Entity:New(x,y)
function CursedBook:new(x,y)
local o = Entity:new(x,y)
o.type = "cursed_book"
-- behaviour
@@ -20,14 +20,14 @@ function CursedBook:New(x,y)
o.attack_range = 50
-- animations
o.body = Animation:New(animation.cursed_book.spawn)
o.body = Animation:new(animation.cursed_book.spawn)
o.sprite_tint = {0.7,0.7,0.7}
o:centerOffset(o.body)
o:getBoundingBox(o.body)
o:createBox(o.body)
-- light
o.light_range = 500
o.light = Light:New(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
o.light = Light:new(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
@@ -37,7 +37,7 @@ function CursedBook:New(x,y)
return o
end
function CursedBook:Smart()
function CursedBook:doLogic()
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y
local distance_x = self.target.x - self.pos.x
@@ -66,7 +66,7 @@ function CursedBook:Smart()
end
end
function CursedBook:HandleAnimation()
function CursedBook:handleAnimation()
if self.status == 1 then
if self.body.path == "assets/entities/cursed_book/spawn" then
self.body.speed = 1/3
@@ -74,7 +74,7 @@ function CursedBook:HandleAnimation()
self.sprite_tint = {tint,tint,tint}
if self.body.frame == self.body.frames then
self.status = 2
self.body = self.body:ChangeTo(animation.cursed_book.flying)
self.body = self.body:change(animation.cursed_book.flying)
self.sprite_tint = {1,1,1}
--self:getBoundingBox(self.body,2,2,-2,-2)
self:centerOffset(self.body)
@@ -82,21 +82,21 @@ function CursedBook:HandleAnimation()
end
elseif self.status == 3 then
if self.body.path == "assets/entities/cursed_book/flying" then
self.body = self.body:ChangeTo(animation.cursed_book.attack_transition)
self.body = self.body:change(animation.cursed_book.attack_transition)
self.body.speed = 1/3
self:centerOffset(self.body)
if self.body.frame == self.body.frames then
self.status = 4
self.body = self.body:ChangeTo(animation.cursed_book.attack_loop)
self.body = self.body:change(animation.cursed_book.attack_loop)
self:centerOffset(self.body)
end
end
end
self.body:Animate()
self:Draw(self.body)
self.body:animate()
self:draw(self.body)
end
function CursedBook:DoPhysics()
function CursedBook:doPhysics()
if self.isFlying then
local random_x = math.random(-4, 4)/100
local random_y = math.random(-4, 4)/100
@@ -105,11 +105,11 @@ function CursedBook:DoPhysics()
end
-- move
self:CollisionMove()
self:LightAdjust()
self:moveWithCollision()
self:adjustLight()
end
function CursedBook:Debug()
function CursedBook:debug()
-- draw center GREEN
love.graphics.setColor(0,1,0)
love.graphics.circle("line", -Camera.pos.x + self.pos.x, -Camera.pos.y + self.pos.y, self.spawn_range)