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 @@
Kupo = Entity:New()
Kupo = Entity:new()
function Kupo:New(x,y)
local o = Entity:New(x,y)
function Kupo:new(x,y)
local o = Entity:new(x,y)
o.type = "kupo"
@@ -12,8 +12,8 @@ function Kupo:New(x,y)
o.sprite_offset = {x = 8, y = 5}
-- animations
o.body = Animation:New(animation.kupo.body)
o.bow = Animation:New(animation.kupo.bow)
o.body = Animation:new(animation.kupo.body)
o.bow = Animation:new(animation.kupo.bow)
-- bow
o.bow_flip = 1
@@ -27,8 +27,8 @@ function Kupo:New(x,y)
o.bow_aim_frames = 8
o.hostile = true
o.lightRange = o.range/2
o.light = Light:New(o.pos.x,o.pos.y,o.lightRange)
o.light_radius = o.range/2
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
table.insert(LoadedObjects.Entities,o)
o.id = #LoadedObjects.Entities
@@ -38,9 +38,8 @@ function Kupo:New(x,y)
return o
end
function Kupo:Smart()
self.light.pos.x = self.pos.x-self.target_offset.x
self.light.pos.y = self.pos.y-self.target_offset.y
function Kupo:doLogic()
self:adjustLight(self.target_offset.x,self.target_offset.y)
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y
@@ -89,7 +88,7 @@ function Kupo:Smart()
if self.bow_aim_frame > self.bow_aim_frames then
self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
self.bow_frame = self.bow_frame + 1
Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,10)
Arrow:new(self.pos.x,self.pos.y,self.bow_rotation,10)
end
else
self.bow_frame = self.bow_frame + 1
@@ -130,7 +129,7 @@ function Kupo:Smart()
self.angle = angle
end
function Kupo:HandleAnimation()
function Kupo:handleAnimation()
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
@@ -143,11 +142,11 @@ function Kupo:HandleAnimation()
-- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
self.body:Animate()
self.body:animate()
self:Draw(self.body)
if self.draw_bow == true then
self.bow:DrawFrame(
self.bow:drawFrame(
math.min(self.bow_frame,self.bow_frames),
self.pos.x + ( 8 * math.sin(self.bow_rotation)),
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)),
@@ -156,6 +155,6 @@ function Kupo:HandleAnimation()
end
end
function Kupo:DoPhysics()
self:CollisionMove()
function Kupo:doPhysics()
self:moveWithCollision()
end