diff options
Diffstat (limited to 'not/World.lua')
-rw-r--r-- | not/World.lua | 57 |
1 files changed, 28 insertions, 29 deletions
diff --git a/not/World.lua b/not/World.lua index 44923bb..fc5e229 100644 --- a/not/World.lua +++ b/not/World.lua @@ -38,7 +38,7 @@ World = { -- Constructor of `World` ZA WARUDO! -- TODO: push stuff to initialization method. -function World:new(map, nauts) +function World:new (map, nauts) -- Meta local o = {} setmetatable(o, self) @@ -76,7 +76,7 @@ function World:new(map, nauts) end -- The end of the world -function World:delete() +function World:delete () self.world:destroy() for _,platform in pairs(self.Platforms) do platform:delete() @@ -90,7 +90,7 @@ end -- Load map from file -- TODO: Change current map model to function-based one. -function World:loadMap(name) +function World:loadMap (name) local name = name or "default" name = "maps/" .. name .. ".lua" local map = love.filesystem.load(name) @@ -114,7 +114,7 @@ function World:loadMap(name) end -- Spawn all the nauts for the round -function World:spawnNauts(nauts) +function World:spawnNauts (nauts) for _,naut in pairs(nauts) do local x,y = self:getSpawnPosition() local spawn = self:createNaut(x, y, naut[1]) @@ -123,41 +123,40 @@ function World:spawnNauts(nauts) end -- Get respawn location -function World:getSpawnPosition() +function World:getSpawnPosition () local n = math.random(1, #self.map.respawns) return self.map.respawns[n].x, self.map.respawns[n].y end -- Add new platform to the world --- TODO: follow new parameters in `not.Platform.new` based on `not.Platform.init`. -function World:createPlatform(x, y, polygon, sprite, animations) - table.insert(self.Platforms, Platform:new(self, self.world, x, y, polygon, sprite, animations)) +-- 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)) end -- Add new naut to the world -- TODO: separate two methods for `not.Hero` and `not.Player`. --- TODO: follow new parameters in `not.(Player/Hero).new` based on `not.(Player/Hero).init`. -function World:createNaut(x, y, name) - local naut = Player:new(self, self.world, x, y, name) +function World:createNaut (x, y, name) + local naut = Player:new(name, self, x, y) table.insert(self.Nauts, naut) return naut end -- Add new decoration to the world --- TODO: follow new parameters in `not.Decoration.new` based on `not.Decoration.init`. -function World:createDecoration(x, y, sprite) +-- 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)) 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) +function World:createCloud (x, y, t, v) table.insert(self.Clouds, Cloud:new(x, y, t, v)) end -- Randomize Cloud creation -function World:randomizeCloud(outside) +function World:randomizeCloud (outside) if outside == nil then outside = true else @@ -179,18 +178,18 @@ end -- Add an effect behind nauts -- 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) +function World:createEffect (name, x, y) table.insert(self.Effects, Effect:new(name, x, y)) end -- Add a ray -function World:createRay(naut) +function World:createRay (naut) table.insert(self.Rays, Ray:new(naut, self)) end -- get Nauts functions -- more than -1 lives -function World:getNautsPlayable() +function World:getNautsPlayable () local nauts = {} for _,naut in pairs(self.Nauts) do if naut.lives > -1 then @@ -200,7 +199,7 @@ function World:getNautsPlayable() return nauts end -- are alive -function World:getNautsAlive() +function World:getNautsAlive () local nauts = {} for _,naut in self.Nauts do if naut.alive then @@ -210,17 +209,17 @@ function World:getNautsAlive() return nauts end -- all of them -function World:getNautsAll() +function World:getNautsAll () return self.Nauts end -- get Map name -function World:getMapName() +function World:getMapName () return self.map.name end -- Event: when player is killed -function World:onNautKilled(naut) +function World:onNautKilled (naut) self.camera:startShake() self:createRay(naut) local nauts = self:getNautsPlayable() @@ -232,14 +231,14 @@ function World:onNautKilled(naut) end end -function World:getBounce(f) +function World:getBounce (f) local f = f or 1 return math.sin(self.win_move*f*math.pi) end -- LÖVE2D callbacks -- Update ZU WARUDO -function World:update(dt) +function World:update (dt) -- Physical world self.world:update(dt) -- Camera @@ -291,7 +290,7 @@ function World:update(dt) end end -- Draw -function World:draw() +function World:draw () -- Camera stuff local offset_x, offset_y = self.camera:getOffsets() local scale = self.camera.scale @@ -382,7 +381,7 @@ end -- Box2D callbacks -- beginContact -function World.beginContact(a, b, coll) +function World.beginContact (a, b, coll) if a:getCategory() == 1 then local x,y = coll:getNormal() if y < -0.6 then @@ -408,7 +407,7 @@ function World.beginContact(a, b, coll) end end -- endContact -function World.endContact(a, b, coll) +function World.endContact (a, b, coll) if a:getCategory() == 1 then print(b:getUserData().name .. " is in air") -- Move them to Hero @@ -418,7 +417,7 @@ end -- Controller callbacks -- TODO: names of this methods don't follow naming patterns in this project. See `Controller` and change it. -function World:controlpressed(set, action, key) +function World:controlpressed (set, action, key) if key == "f6" and debug then local map = self:getMapName() local nauts = {} @@ -432,7 +431,7 @@ function World:controlpressed(set, action, key) naut:controlpressed(set, action, key) end end -function World:controlreleased(set, action, key) +function World:controlreleased (set, action, key) for k,naut in pairs(self:getNautsAll()) do naut:controlreleased(set, action, key) end |