From a26232480a29815bd6fc8dabd9ab530fbfb994e8 Mon Sep 17 00:00:00 2001 From: Eltrac Date: Thu, 13 Mar 2025 14:37:19 +0800 Subject: fix: render loots at the bottom rename loot() to aloot() to be recognized as alphabetically the first to be drawn --- render/draws/objects.lua | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'render/draws/objects.lua') 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 -- cgit v1.2.3