naming convention for most stuff but not all
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@@ -1,7 +1,7 @@
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Fairy = Entity:New()
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Fairy = Entity:new()
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function Fairy:New(x,y)
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local o = Entity:New(x,y)
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function Fairy:new(x,y)
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local o = Entity:new(x,y)
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o.type = "fairy"
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@@ -14,13 +14,13 @@ function Fairy:New(x,y)
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o.hover_distance = 60
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-- animations
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o.body = Animation:New(animation.fairy.flying)
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o.body = Animation:new(animation.fairy.flying)
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o:centerOffset(o.body)
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o:getBoundingBox(o.body)
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o:createBox(o.body)
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-- light
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o.light_range = 80
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o.light = Light:New(o.pos.x,o.pos.y,o.light_range,nil,HEX2RGB("#fed100"))
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o.light_radius = 80
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o.light = Light:new(o.pos.x,o.pos.y,o.light_radius,nil,HEX2RGB("#fed100"))
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-- timer
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o.particle_timer = 0
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@@ -34,9 +34,9 @@ function Fairy:New(x,y)
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return o
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end
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function Fairy:Smart()
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function Fairy:doLogic()
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if self:CheckVisionLine(main_Player,self.vision_range) then
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if self:checkVisionLine(main_Player,self.vision_range) then
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self.target.x = main_Player.pos.x + main_Player.target_offset.x
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self.target.y = main_Player.pos.y + main_Player.target_offset.y
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@@ -85,31 +85,31 @@ function Fairy:Smart()
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speed = 0.8*(distance/50),
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speed_increase = -0.01,
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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Particle:new(self.pos.x,self.pos.y,particle_data)
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end
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end
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function Fairy:HandleAnimation()
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self.body:Animate()
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function Fairy:handleAnimation()
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self.body:animate()
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--if self:isCollidingWith(main_Player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
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self:Draw(self.body)
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self:draw(self.body)
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end
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function Fairy:DoPhysics()
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function Fairy:doPhysics()
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local random_x = math.random(-4, 4)/10
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local random_y = math.random(-4, 4)/10
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self.vel.x = self.vel.x + random_x
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self.vel.y = self.vel.y + random_y
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self:CollisionMove()
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self:moveWithCollision()
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self.vel.x = 0
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self.vel.y = 0
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self:LightAdjust()
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self:adjustLight()
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end
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function Fairy:Debug()
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Entity.Debug(self)
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self:CheckVisionLineDebug(main_Player,self.vision_range)
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function Fairy:debug()
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Entity.debug(self)
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self:checkVisionLineDebug(main_Player,self.vision_range)
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end
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