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authorEltrac <hi@guhub.cn>2025-03-13 14:37:19 +0800
committerEltrac <hi@guhub.cn>2025-03-13 14:37:19 +0800
commita26232480a29815bd6fc8dabd9ab530fbfb994e8 (patch)
treea08f9c6bbae762ede7d7d2511dfdfb6207822de6 /render/draws/objects.lua
parentbe01dd710eaaf74562ea4479d171055af10f1e91 (diff)
fix: render loots at the bottom
rename loot() to aloot() to be recognized as alphabetically the first to be drawn
Diffstat (limited to 'render/draws/objects.lua')
-rw-r--r--render/draws/objects.lua12
1 files changed, 6 insertions, 6 deletions
diff --git a/render/draws/objects.lua b/render/draws/objects.lua
index fea8e63..f65997e 100644
--- a/render/draws/objects.lua
+++ b/render/draws/objects.lua
@@ -4,6 +4,12 @@ require "data.directions"
local draws = {}
+function draws.aloot()
+ for i, v in pairs(G.currentRoom.objects.loots) do
+ sprite.drawSquare(v.type, v, config.heartSize)
+ end
+end
+
function draws.player()
if G.player:isShielded() then
love.graphics.setColor(0.4,0.4,0.4)
@@ -70,12 +76,6 @@ function draws.enemies()
end
end
-function draws.loot()
- for i, v in pairs(G.currentRoom.objects.loots) do
- sprite.drawSquare(v.type, v, config.heartSize)
- end
-end
-
function draws.obstacles()
for _, obstacle in ipairs(G.currentRoom.objects.obstacles) do
if obstacle ~= nil then