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authorAki <nthirtyone@gmail.com>2017-05-26 19:14:27 +0200
committerAki <nthirtyone@gmail.com>2017-05-26 19:14:27 +0200
commit62b67be7882dffebd6de0c8241d253d806a6905c (patch)
tree4b4bc483d4a95f5cb02cc33e41a5600c28cfb49b /not/World.lua
parentafac3fdc7ce03e03304eec448149f346099cab94 (diff)
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Halfway through with moving to new OOP module
Diffstat (limited to 'not/World.lua')
-rw-r--r--not/World.lua12
1 files changed, 6 insertions, 6 deletions
diff --git a/not/World.lua b/not/World.lua
index bbceec4..b4ad4fa 100644
--- a/not/World.lua
+++ b/not/World.lua
@@ -117,13 +117,13 @@ end
-- Add new platform to the world
-- TODO: it would be nice if function parameters would be same as `not.Platform.new`.
function World:createPlatform (x, y, polygon, sprite, animations)
- table.insert(self.Platforms, Platform:new(animations, polygon, self, x, y, sprite))
+ table.insert(self.Platforms, Platform(animations, polygon, self, x, y, sprite))
end
-- Add new naut to the world
-- TODO: separate two methods for `not.Hero` and `not.Player`.
function World:createNaut (x, y, name)
- local naut = Player:new(name, self, x, y)
+ local naut = Player(name, x, y, self)
table.insert(self.Nauts, naut)
return naut
end
@@ -131,14 +131,14 @@ end
-- Add new decoration to the world
-- TODO: `not.World.create*` functions often have different naming for parameters. It is not ground-breaking but it makes reading code harder for no good reason.
function World:createDecoration (x, y, sprite)
- table.insert(self.Decorations, Decoration:new(x, y, sprite))
+ table.insert(self.Decorations, Decoration(x, y, sprite))
end
-- Add new cloud to the world
-- TODO: extend variables names to provide better readability.
-- TODO: follow new parameters in `not.Cloud.new` based on `not.Cloud.init`.
function World:createCloud (x, y, t, v)
- table.insert(self.Clouds, Cloud:new(x, y, t, v))
+ table.insert(self.Clouds, Cloud(x, y, t, v))
end
-- Randomize Cloud creation
@@ -165,12 +165,12 @@ end
-- TODO: follow new parameters in `not.Effect.new` based on `not.Effect.init`.
-- TODO: along with `createRay` move this nearer reast of `create*` methods for readability.
function World:createEffect (name, x, y)
- table.insert(self.Effects, Effect:new(name, x, y))
+ table.insert(self.Effects, Effect(name, x, y))
end
-- Add a ray
function World:createRay (naut)
- table.insert(self.Rays, Ray:new(naut, self))
+ table.insert(self.Rays, Ray(naut, self))
end
-- get Nauts functions