Completely change naming conventions of field forms and definition macros. Close #32
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@@ -1,8 +1,8 @@
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(defmethod new [:Float x :Float y]
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(method new [:Float x :Float y]
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(super x y)
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(loadGraphic AssetPaths.coin__png false 8 8))
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(defmethod &override :Void kill []
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(method &override :Void kill []
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(set alive false)
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(FlxTween.tween
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this
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@@ -14,5 +14,5 @@
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ease FlxEase.circOut
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onComplete finishKill)))
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(defmethod finishKill [_]
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(set exists false))
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(method finishKill [_]
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(set exists false))
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@@ -1,4 +1,4 @@
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(defvar &inline :Float SPEED 140)
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(var &inline :Float SPEED 140)
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(defnew [:Float x :Float y :EnemyType _type]
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[:EnemyType type _type
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@@ -29,7 +29,7 @@
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(set offset.x 4)
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(set offset.y 2))
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(defmethod &override :Void update [:Float elapsed]
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(method &override :Void update [:Float elapsed]
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(when (and
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(or !(= velocity.x 0) !(= velocity.y 0))
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(= touching FlxObject.NONE))
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@@ -54,7 +54,7 @@
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(brain.update elapsed)
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(super.update elapsed))
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(defmethod :Void idle [:Float elapsed]
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(method :Void idle [:Float elapsed]
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(cond
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(seesPlayer
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// TODO (the FSM) here should not be necessary!
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@@ -74,7 +74,7 @@
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(true
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(-= idleTimer elapsed))))
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(defmethod :Void chase [:Float elapsed]
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(method :Void chase [:Float elapsed]
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(if !seesPlayer
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(set brain.activeState idle)
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(FlxVelocity.moveTowardsPoint this playerPosition (Std.int SPEED))))
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(FlxVelocity.moveTowardsPoint this playerPosition (Std.int SPEED))))
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@@ -1,7 +1,7 @@
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(defprop &mut :Float->Void activeState null)
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(prop &mut :Float->Void activeState null)
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(defmethod new [:Float->Void initialState]
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(method new [:Float->Void initialState]
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(set activeState initialState))
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(defmethod :Void update [:Float elapsed]
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(activeState elapsed))
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(method :Void update [:Float elapsed]
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(activeState elapsed))
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@@ -1,3 +1,3 @@
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(defmethod new []
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(method new []
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(super)
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(addChild (new FlxGame 320 240 MenuState)))
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(addChild (new FlxGame 320 240 MenuState)))
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@@ -1,9 +1,9 @@
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(defprop &mut :FlxButton playButton null)
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(prop &mut :FlxButton playButton null)
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(defmethod &override :Void create []
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(method &override :Void create []
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(set playButton (new FlxButton 0 0 "Play" clickPlay))
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(playButton.screenCenter)
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(add playButton))
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(defun clickPlay []
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(FlxG.switchState (new PlayState)))
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(function clickPlay []
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(FlxG.switchState (new PlayState)))
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@@ -1,10 +1,10 @@
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(defprop &mut :Player player null)
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(defprop &mut :FlxOgmo3Loader map null)
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(defprop &mut :FlxTilemap walls null)
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(defprop &mut :FlxTypedGroup<Coin> coins null)
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(defprop &mut :FlxTypedGroup<Enemy> enemies null)
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(prop &mut :Player player null)
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(prop &mut :FlxOgmo3Loader map null)
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(prop &mut :FlxTilemap walls null)
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(prop &mut :FlxTypedGroup<Coin> coins null)
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(prop &mut :FlxTypedGroup<Enemy> enemies null)
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(defmethod &override :Void create []
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(method &override :Void create []
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(set map (new FlxOgmo3Loader AssetPaths.turnBasedRPG__ogmo AssetPaths.room_001__json))
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(set walls (map.loadTilemap AssetPaths.tiles__png "walls"))
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(walls.follow)
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@@ -19,7 +19,7 @@
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(FlxG.camera.follow player TOPDOWN 1)
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(super.create))
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(defmethod :Void placeEntities [:EntityData entity]
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(method :Void placeEntities [:EntityData entity]
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(case entity.name
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("player"
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(set player (new Player entity.x entity.y))
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@@ -31,14 +31,14 @@
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("boss"
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(enemies.add (new Enemy (+ entity.x 4) entity.y BOSS)))))
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(defmethod &override :Void update [:Float elapsed]
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(method &override :Void update [:Float elapsed]
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(super.update elapsed)
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(FlxG.collide player walls)
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(FlxG.overlap player coins playerTouchCoin)
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(FlxG.collide enemies walls)
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(enemies.forEachAlive checkEnemyVision))
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(defmethod :Void checkEnemyVision [:Enemy enemy]
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(method :Void checkEnemyVision [:Enemy enemy]
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(if (walls.ray (enemy.getMidpoint) (player.getMidpoint))
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{
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(set enemy.seesPlayer true)
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@@ -46,6 +46,6 @@
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}
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(set enemy.seesPlayer false)))
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(defmethod playerTouchCoin [:Player player :Coin coin]
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(method playerTouchCoin [:Player player :Coin coin]
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(when (and player.alive player.exists coin.alive coin.exists)
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(coin.kill)))
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(coin.kill)))
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@@ -1,6 +1,6 @@
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(defvar &inline :Float SPEED 200)
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(var &inline :Float SPEED 200)
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(defmethod new [:Float x :Float y]
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(method new [:Float x :Float y]
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(super x y)
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(loadGraphic AssetPaths.player__png true 16 16)
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(setFacingFlip FlxObject.LEFT false false)
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@@ -12,7 +12,7 @@
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(setSize 8 8)
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(offset.set 4 4))
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(defmethod :Void updateMovement []
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(method :Void updateMovement []
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(let [[&mut up &mut down &mut left &mut right]
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(map [[UP W] [DOWN S] [LEFT A] [RIGHT D]] FlxG.keys.anyPressed)]
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(when (and up down)
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@@ -62,6 +62,6 @@
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(otherwise
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(return))))))
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(defmethod &override update [:Float elapsed]
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(method &override update [:Float elapsed]
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(updateMovement)
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(super.update elapsed))
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(super.update elapsed))
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