invaders: fix indention and spacing
this commits fixes invaders' indention and spacing (every \t has been replaced by 4 spaces)
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16a2eadb66
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2a839ad875
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@ -63,11 +63,12 @@ local shots = { }
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local enemies = { }
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function player.new ()
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p = wibox({ position = "floating", bg = gamedata.solidbg or "#12345600" })
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p = wibox({ position = "floating",
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bg = gamedata.solidbg or "#12345600" })
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p:geometry({ width = 24,
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height = 16,
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x = gamedata.field.x + (gamedata.field.w / 2),
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y = gamedata.field.y + gamedata.field.h - (16 + 5) })
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height = 16,
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x = gamedata.field.x + (gamedata.field.w / 2),
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y = gamedata.field.y + gamedata.field.h - (16 + 5) })
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p.screen = 1
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w = widget({ type = "imagebox", name = "player" })
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@ -99,8 +100,12 @@ function player.fire()
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end
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function shots.fire (x, y, color)
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local s = wibox({ position = "floating", bg = color })
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s:geometry({ width = 4, height = 10, x = x, y = y })
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local s = wibox({ position = "floating",
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bg = color })
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s:geometry({ width = 4,
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height = 10,
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x = x,
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y = y })
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s.screen = 1
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for i = 1, gamedata.ammo_max do
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@ -114,8 +119,12 @@ end
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function shots.fire_enemy (x, y, color)
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if gamedata.enemies.shots.fired < gamedata.enemies.shots.max then
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gamedata.enemies.shots.fired = gamedata.enemies.shots.fired + 1
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local s = wibox({ position = "floating", bg = color })
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s:geometry({ width = 4, height = 10, x = x, y = y })
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local s = wibox({ position = "floating",
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bg = color })
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s:geometry({ width = 4,
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height = 10,
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x = x,
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y = y })
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s.screen = 1
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for i = 1, gamedata.enemies.shots.max do
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if not gamedata.enemies.shots[i] or gamedata.enemies.shots[i].screen == nil then
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@ -173,12 +182,15 @@ function shots.handle_enemy ()
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end
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function enemies.new (t)
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e = wibox({ position = "floating", bg = gamedata.solidbg or "#12345600" })
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e:geometry({ height = gamedata.enemies.h, width = gamedata.enemies.w,
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e = wibox({ position = "floating",
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bg = gamedata.solidbg or "#12345600" })
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e:geometry({ height = gamedata.enemies.h,
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width = gamedata.enemies.w,
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x = gamedata.field.x,
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y = gamedata.field.y })
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e.screen = 1
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w = widget({ type = "imagebox", name = "enemy"..t })
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w = widget({ type = "imagebox",
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name = "enemy"..t })
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w.image = gamedata.enemies[t]
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e.widgets = w
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@ -343,7 +355,7 @@ function game.quit()
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end
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if gamedata.field.background then
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gamedata.field.background.screen = nil
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gamedata.field.background.screen = nil
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end
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gamedata.player.screen = nil
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@ -379,12 +391,14 @@ function game.quit()
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end
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function game.highscore_show ()
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gamedata.highscore.window:geometry({ height = 140, width = 200,
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gamedata.highscore.window:geometry({ height = 140,
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width = 200,
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x = gamedata.field.x + math.floor(gamedata.field.w / 2) - 100,
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y = gamedata.field.y + math.floor(gamedata.field.h / 2) - 55 })
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gamedata.highscore.window.screen = 1
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gamedata.highscore.table = widget({ type = "textbox", name = "highscore" })
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gamedata.highscore.table = widget({ type = "textbox",
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name = "highscore" })
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gamedata.highscore.window.widgets = gamedata.highscore.table
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gamedata.highscore.table.text = " Highscores:\n"
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@ -443,13 +457,15 @@ function game.highscore (score)
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gamedata.highscore.window = wibox({ position = "floating",
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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gamedata.highscore.window:geometry({ height = 20, width = 300,
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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gamedata.highscore.window:geometry({ height = 20,
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width = 300,
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x = gamedata.field.x + math.floor(gamedata.field.w / 2) - 150,
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y = gamedata.field.y + math.floor(gamedata.field.h / 2) })
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gamedata.highscore.window.screen = 1
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gamedata.namebox = widget({ type = "textbox", name = "foobar" })
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gamedata.namebox = widget({ type = "textbox",
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name = "foobar" })
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gamedata.namebox.text = " Name: |"
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gamedata.highscore.window.widgets = gamedata.namebox
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@ -473,9 +489,9 @@ function run(args)
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gamedata.field.y = gamedata.screen.geometry.y + math.floor((gamedata.screen.geometry.height - gamedata.field.h) / 2)
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if args then
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if args['x'] then gamedata.field.x = args['x'] end
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if args['y'] then gamedata.field.y = args['y'] end
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if args['solidbg'] then gamedata.solidbg = args['solidbg'] end
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if args['x'] then gamedata.field.x = args['x'] end
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if args['y'] then gamedata.field.y = args['y'] end
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if args['solidbg'] then gamedata.solidbg = args['solidbg'] end
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end
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gamedata.score = 0
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@ -486,52 +502,57 @@ function run(args)
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gamedata.cachedir = awful.util.getdir("cache")
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if gamedata.solidbg then
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gamedata.field.background = wibox({ position = "floating",
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bg = gamedata.solidbg })
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gamedata.field.background:geometry({ x = gamedata.field.x,
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y = gamedata.field.y,
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height = gamedata.field.h,
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width = gamedata.field.w })
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gamedata.field.background.screen = 1
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gamedata.field.background = wibox({ position = "floating",
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bg = gamedata.solidbg })
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gamedata.field.background:geometry({ x = gamedata.field.x,
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y = gamedata.field.y,
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height = gamedata.field.h,
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width = gamedata.field.w })
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gamedata.field.background.screen = 1
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end
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gamedata.field.north = wibox({ position = "floating",
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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gamedata.field.north:geometry({ width = gamedata.field.w + 10,
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height = 15,
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x = gamedata.field.x - 5,
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y = gamedata.field.y - 15 })
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height = 15,
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x = gamedata.field.x - 5,
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y = gamedata.field.y - 15 })
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gamedata.field.north.screen = 1
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gamedata.field.status = widget({ type = "textbox", name = "status", align = "right" })
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gamedata.field.status = widget({ type = "textbox",
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name = "status",
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align = "right" })
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gamedata.field.status.text = gamedata.score.." | "..gamedata.ammo .. " "
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gamedata.field.caption = widget({ type = "textbox", name = "caption", align = "left" })
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gamedata.field.caption = widget({ type = "textbox",
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name = "caption",
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align = "left" })
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gamedata.field.caption.text = " Awesome Invaders"
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gamedata.field.north.widgets = { gamedata.field.caption, gamedata.field.status }
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gamedata.field.south = wibox({ position = "floating",
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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gamedata.field.south:geometry({ width = gamedata.field.w, height = 5,
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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gamedata.field.south:geometry({ width = gamedata.field.w,
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height = 5,
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x = gamedata.field.x,
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y = gamedata.field.y + gamedata.field.h - 5 })
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gamedata.field.south.screen = 1
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gamedata.field.west = wibox({ position = "floating",
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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gamedata.field.west:geometry({ width = 5,
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height = gamedata.field.h,
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x = gamedata.field.x - 5,
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y = gamedata.field.y })
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height = gamedata.field.h,
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x = gamedata.field.x - 5,
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y = gamedata.field.y })
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gamedata.field.west.screen = 1
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gamedata.field.east = wibox({ position = "floating",
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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bg = gamedata.btheme.bg_focus or "#333333",
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fg = gamedata.btheme.fg_focus or "#FFFFFF" })
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gamedata.field.east:geometry({ width = 5,
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height = gamedata.field.h,
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x = gamedata.field.x + gamedata.field.w,
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