invaders: make most functions local

Signed-off-by: Gregor Best <farhaven@googlemail.com>
Signed-off-by: Julien Danjou <julien@danjou.info>
This commit is contained in:
Gregor Best 2009-01-27 20:55:56 +01:00 committed by Julien Danjou
parent a4a76d6943
commit 7224676911
1 changed files with 17 additions and 17 deletions

View File

@ -60,7 +60,7 @@ local game = { }
local shots = { }
local enemies = { }
function player.new ()
local function player.new ()
p = wibox({ position = "floating",
bg = gamedata.solidbg or "#12345600" })
p:geometry({ width = 24,
@ -76,7 +76,7 @@ function player.new ()
return p
end
function player.move(x)
local function player.move(x)
if not gamedata.running then return false end
local g = gamedata.player:geometry()
@ -89,7 +89,7 @@ function player.move(x)
gamedata.player:geometry(g)
end
function player.fire()
local function player.fire()
if not gamedata.running then return false end
if gamedata.ammo == 1 then
gamedata.ammo = 0
@ -98,7 +98,7 @@ function player.fire()
end
end
function shots.fire (x, y, color)
local function shots.fire (x, y, color)
local s = wibox({ position = "floating",
bg = color })
s:geometry({ width = 4,
@ -112,7 +112,7 @@ function shots.fire (x, y, color)
end
end
function shots.fire_enemy (x, y, color)
local function shots.fire_enemy (x, y, color)
if gamedata.enemies.shots.fired < gamedata.enemies.shots.max then
gamedata.enemies.shots.fired = gamedata.enemies.shots.fired + 1
local s = wibox({ position = "floating",
@ -131,7 +131,7 @@ function shots.fire_enemy (x, y, color)
end
end
function shots.handle()
local function shots.handle()
if not gamedata.running then return false end
if gamedata.ammo == 1 then return false end
@ -150,7 +150,7 @@ function shots.handle()
end
function shots.handle_enemy ()
local function shots.handle_enemy ()
if not gamedata.running then return false end
if gamedata.enemies.shots.fired == 0 then return false end
@ -172,7 +172,7 @@ function shots.handle_enemy ()
end
end
function enemies.new (t)
local function enemies.new (t)
e = wibox({ position = "floating",
bg = gamedata.solidbg or "#12345600" })
e:geometry({ height = gamedata.enemies.h,
@ -187,7 +187,7 @@ function enemies.new (t)
return e
end
function enemies.setup()
local function enemies.setup()
gamedata.enemies.data = { }
gamedata.enemies.x = 10
gamedata.enemies.y = 5
@ -216,7 +216,7 @@ function enemies.setup()
end
end
function enemies.handle ()
local function enemies.handle ()
if not gamedata.running then return false end
gamedata.enemies.number = 0
@ -285,7 +285,7 @@ function enemies.handle ()
end
end
function keyhandler(mod, key, event)
local function keyhandler(mod, key, event)
if event ~= "press" then return true end
if gamedata.highscore.getkeys then
if key:len() == 1 and gamedata.name:len() < 20 then
@ -318,7 +318,7 @@ function keyhandler(mod, key, event)
return true
end
function game.collide(o1, o2)
local function game.collide(o1, o2)
g1 = o1:geometry()
g2 = o2:geometry()
@ -331,12 +331,12 @@ function game.collide(o1, o2)
return false
end
function game.over ()
local function game.over ()
gamedata.running = false
game.highscore(gamedata.score)
end
function game.quit()
local function game.quit()
gamedata.running = false
if gamedata.highscore.window then
@ -378,7 +378,7 @@ function game.quit()
end
end
function game.highscore_show ()
local function game.highscore_show ()
gamedata.highscore.window:geometry({ height = 140,
width = 200,
x = gamedata.field.x + math.floor(gamedata.field.w / 2) - 100,
@ -409,7 +409,7 @@ function game.highscore_show ()
fh:close()
end
function game.highscore_add (score, name)
local function game.highscore_add (score, name)
local t = gamedata.highscore
for i = 5, 1, -1 do
@ -422,7 +422,7 @@ function game.highscore_add (score, name)
gamedata.highscore = t
end
function game.highscore (score)
local function game.highscore (score)
if gamedata.highscore.window and gamedata.highscore.window.screen then return false end
local fh = io.open(gamedata.cachedir.."/highscore_invaders", "r")