naming convention for most stuff but not all
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@@ -1,20 +1,20 @@
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function GameworldDrawPrepare()
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function startGameworldDraw()
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if game_resize then
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Camera.height = game.height
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Camera.width = game.width
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Canvas.Darkness:Recreate()
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Canvas.Darkness:recreate()
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end
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pcr, pcg, pcb, pca = love.graphics.getColor()
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love.graphics.setScale(game.scale,game.scale)
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love.graphics.setColor(1,1,1,1)
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end
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function GameworldDrawEnd()
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function endGameworldDraw()
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love.graphics.setColor(pcr, pcg, pcb, pca)
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pcr, pcg, pcb, pca = nil, nil, nil, nil
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end
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function GameworldDrawBackground()
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function drawGameworldBackground()
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-- obscure a bit
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love.graphics.setColor(0.7,0.7,0.7)
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for i = 1, #LevelTiles do
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@@ -34,27 +34,27 @@ function GameworldDrawBackground()
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end
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end
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function GameworldDrawParticles()
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function drawGameworldParticles()
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love.graphics.setColor(0.7,0.7,0.7)
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for _, particle in pairs(LoadedObjects.Particles) do
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particle:HandleAnimation()
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particle:handleAnimation()
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end
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end
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function GameworldDrawEntitiesBackground()
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function drawGameworldEntitiesBackground()
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for _, enty in pairs(LoadedObjects.Entities) do
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enty:DrawBackground()
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enty:drawBackground()
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end
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end
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function GameworldDrawEntities()
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function drawGameworldEntities()
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love.graphics.setColor(0.7,0.7,0.7)
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for _, enty in pairs(LoadedObjects.Entities) do
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enty:HandleAnimation()
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enty:handleAnimation()
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end
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end
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function GameworldDrawForeground()
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function drawGameworldForeground()
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love.graphics.setColor(1,1,1)
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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@@ -73,9 +73,9 @@ function GameworldDrawForeground()
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end
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end
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function GameworldDrawDarkness()
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Canvas.Darkness:Reset()
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Canvas.Darkness:DrawingStart()
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function drawGameworldDarkness()
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Canvas.Darkness:reset()
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Canvas.Darkness:startDrawing()
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love.graphics.setBlendMode("replace")
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love.graphics.setColor(0,0,0,0)
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for _, light in pairs(LoadedObjects.Lights) do
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@@ -84,7 +84,7 @@ function GameworldDrawDarkness()
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x = (light.pos.x - Camera.pos.x) / game.scale,
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y = (light.pos.y - Camera.pos.y) / game.scale
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}
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local range = (light.range + light.flicker) / game.scale
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local range = (light.range + light.flicker_value) / game.scale
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love.graphics.circle(
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"fill",
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position.x,
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@@ -93,11 +93,11 @@ function GameworldDrawDarkness()
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)
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end
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end
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Canvas.Darkness:DrawingEnd()
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Canvas.Darkness:Draw()
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Canvas.Darkness:endDrawing()
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Canvas.Darkness:draw()
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end
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function GameworldDrawLights()
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function drawGameworldLights()
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for _, light in pairs(LoadedObjects.Lights) do
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if light.range ~= 0 then
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love.graphics.setColor(light.color[1],light.color[2],light.color[3],1)
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@@ -119,8 +119,8 @@ function GameworldDrawLights()
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end
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end
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function GameWorldUpdateLights()
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function updateGameWorldLights()
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for _, light in pairs(LoadedObjects.Lights) do
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light:Flicker()
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light:flicker()
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end
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end
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