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

@@ -1,20 +1,20 @@
function GameworldDrawPrepare()
function startGameworldDraw()
if game_resize then
Camera.height = game.height
Camera.width = game.width
Canvas.Darkness:Recreate()
Canvas.Darkness:recreate()
end
pcr, pcg, pcb, pca = love.graphics.getColor()
love.graphics.setScale(game.scale,game.scale)
love.graphics.setColor(1,1,1,1)
end
function GameworldDrawEnd()
function endGameworldDraw()
love.graphics.setColor(pcr, pcg, pcb, pca)
pcr, pcg, pcb, pca = nil, nil, nil, nil
end
function GameworldDrawBackground()
function drawGameworldBackground()
-- obscure a bit
love.graphics.setColor(0.7,0.7,0.7)
for i = 1, #LevelTiles do
@@ -34,27 +34,27 @@ function GameworldDrawBackground()
end
end
function GameworldDrawParticles()
function drawGameworldParticles()
love.graphics.setColor(0.7,0.7,0.7)
for _, particle in pairs(LoadedObjects.Particles) do
particle:HandleAnimation()
particle:handleAnimation()
end
end
function GameworldDrawEntitiesBackground()
function drawGameworldEntitiesBackground()
for _, enty in pairs(LoadedObjects.Entities) do
enty:DrawBackground()
enty:drawBackground()
end
end
function GameworldDrawEntities()
function drawGameworldEntities()
love.graphics.setColor(0.7,0.7,0.7)
for _, enty in pairs(LoadedObjects.Entities) do
enty:HandleAnimation()
enty:handleAnimation()
end
end
function GameworldDrawForeground()
function drawGameworldForeground()
love.graphics.setColor(1,1,1)
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
@@ -73,9 +73,9 @@ function GameworldDrawForeground()
end
end
function GameworldDrawDarkness()
Canvas.Darkness:Reset()
Canvas.Darkness:DrawingStart()
function drawGameworldDarkness()
Canvas.Darkness:reset()
Canvas.Darkness:startDrawing()
love.graphics.setBlendMode("replace")
love.graphics.setColor(0,0,0,0)
for _, light in pairs(LoadedObjects.Lights) do
@@ -84,7 +84,7 @@ function GameworldDrawDarkness()
x = (light.pos.x - Camera.pos.x) / game.scale,
y = (light.pos.y - Camera.pos.y) / game.scale
}
local range = (light.range + light.flicker) / game.scale
local range = (light.range + light.flicker_value) / game.scale
love.graphics.circle(
"fill",
position.x,
@@ -93,11 +93,11 @@ function GameworldDrawDarkness()
)
end
end
Canvas.Darkness:DrawingEnd()
Canvas.Darkness:Draw()
Canvas.Darkness:endDrawing()
Canvas.Darkness:draw()
end
function GameworldDrawLights()
function drawGameworldLights()
for _, light in pairs(LoadedObjects.Lights) do
if light.range ~= 0 then
love.graphics.setColor(light.color[1],light.color[2],light.color[3],1)
@@ -119,8 +119,8 @@ function GameworldDrawLights()
end
end
function GameWorldUpdateLights()
function updateGameWorldLights()
for _, light in pairs(LoadedObjects.Lights) do
light:Flicker()
light:flicker()
end
end