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fixes
continuous-integration/drone/push Build is passing Details

This commit is contained in:
Martijn de Boer 2022-10-16 15:31:54 +02:00
parent dacb8731e9
commit 6a21c5ed52
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GPG Key ID: 9D2E42402DD372D1
3 changed files with 22 additions and 5 deletions

View File

@ -6,4 +6,4 @@ steps:
- name: lint
image: registry.gitlab.com/pipeline-components/luacheck:latest
commands:
- luacheck --std +love +lua54 -g -u -t .
- luacheck --std +love -g -u -t .

View File

@ -22,7 +22,11 @@ function love.load()
sfxr = require "vendor.sfxr"
moonshine = require "shaders"
effect = moonshine(moonshine.effects.chromasep).chain(moonshine.effects.godsray).chain(moonshine.effects.vignette).chain(moonshine.effects.filmgrain)
effect = moonshine(moonshine.effects.chromasep)
.chain(moonshine.effects.godsray)
.chain(moonshine.effects.vignette)
.chain(moonshine.effects.filmgrain)
effect.chromasep.angle=1
effect.chromasep.radius=1
effect.godsray.weight=0

View File

@ -126,7 +126,14 @@ function GameScene:draw()
local logoWidth = gameoverLogo:getWidth()
local logoHeight = gameoverLogo:getHeight()
love.graphics.setColor(1,1,1,GameScene.logoScale.a)
love.graphics.draw(gameoverLogo, (windowWidth - logoWidth) / 2, (windowHeight-logoHeight) / 2, 0, GameScene.logoScale.x, GameScene.logoScale.y )
love.graphics.draw(
gameoverLogo,
(windowWidth - logoWidth) / 2,
(windowHeight-logoHeight) / 2,
0,
GameScene.logoScale.x,
GameScene.logoScale.y
)
end
end
@ -318,8 +325,14 @@ function GameScene:generateExplosion(px,py)
GameScene.explosionObj = {angle=100, radius=100}
GameScene.godsrayObj = {weight=0}
flux.to(GameScene.explosionObj, 0.5, {angle= math.variance(100,90), radius=math.variance(1600, 150)}):ease("quintout"):after( GameScene.explosionObj, 0.5, { angle= 100, radius= 100 })
flux.to(GameScene.godsrayObj, 0.5, {weight=math.variance(100,50)}):ease("quintout"):after( GameScene.godsrayObj, 0.5, { weight=1 })
flux.to(GameScene.explosionObj, 0.5, {
angle= math.variance(100,90),
radius=math.variance(1600, 150)
}):ease("quintout"):after( GameScene.explosionObj, 0.5, { angle= 100, radius= 100 })
flux.to(GameScene.godsrayObj, 0.5, {
weight=math.variance(100,50)
}):ease("quintout"):after( GameScene.godsrayObj, 0.5, { weight=1 })
eSystem:emit(32)
end