From ee255af7e40703f3f0aba61819efc3c7152c0fd8 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Gustav=20S=C3=B6rn=C3=A4s?= <gusso230@student.liu.se>
Date: Tue, 19 Nov 2019 17:33:34 +0100
Subject: [PATCH] Minor edits

(VERY minor)
- Remove tabs for alignment
- Move together a few * and / for readability
---
 entities.lua     | 10 +++++-----
 lib/graphics.lua | 11 ++++++-----
 lib/text.lua     |  8 ++++----
 main.lua         | 17 ++++++++++-------
 movement.lua     | 22 +++++++++++-----------
 5 files changed, 36 insertions(+), 32 deletions(-)

diff --git a/entities.lua b/entities.lua
index b8bde95..fc3482d 100644
--- a/entities.lua
+++ b/entities.lua
@@ -57,9 +57,9 @@ function spawn(object_type, args)
 
 		enemy.shape = c.makeRect(enemy.x, enemy.y, enemy.width, enemy.height)
 		enemy.x_speed = get_value(args, "x_speed",
-		math.random(enemy.min_speed, enemy.max_speed))
+				math.random(enemy.min_speed, enemy.max_speed))
 		enemy.y_speed = get_value(args, "y_speed",
-		math.random(enemy.min_speed, enemy.max_speed))
+				math.random(enemy.min_speed, enemy.max_speed))
 		return enemy
 	elseif object_type == "shot" then
 		local shot = {}
@@ -100,7 +100,7 @@ function spawn_shot()
 	local args = {}
 	args.x = player.x
 	args.y = player.y
-	args.rotation = player.rotation - math.pi / 2
+	args.rotation = player.rotation - math.pi/2
 	shots[#shots + 1] = spawn("shot", args)
 end
 
@@ -122,13 +122,13 @@ function spawn_enemy()
 	end
 
 	-- to move towards the other end of the screen
-	if args.x < win_w / 2 then
+	if args.x < win_w/2 then
 		args.x_dir = 1
 	else
 		args.x_dir = -1
 	end
 
-	if args.y < win_h / 2 then
+	if args.y < win_h/2 then
 		args.y_dir = 1
 	else
 		args.y_dir = -1
diff --git a/lib/graphics.lua b/lib/graphics.lua
index 4419507..13201ac 100644
--- a/lib/graphics.lua
+++ b/lib/graphics.lua
@@ -26,7 +26,8 @@ function draw_single_rectangle(object)
 	love.graphics.push()
 		love.graphics.translate(object.x, object.y)
 		love.graphics.rotate(object.rotation)
-		love.graphics.rectangle(object.filling, - (object.width / 2), - (object.height / 2), object.width, object.height)
+		love.graphics.rectangle(object.filling, - (object.width / 2), - (object.height / 2),
+				object.width, object.height)
 	love.graphics.pop()
 end
 
@@ -35,8 +36,8 @@ function draw_ellipse(object)
 		love.graphics.translate(object.x, object.y)
 		love.graphics.rotate(object.rotation)
 		function sub_ellipse(x, y, w, h)
-			love.graphics.rectangle(object.filling, x, y, w, h, 
-									object.width / 2, object.height / 2)
+			love.graphics.rectangle(object.filling, x, y, w, h,
+					object.width / 2, object.height / 2)
 		end
 		draw_subs(object, sub_ellipse)
 	love.graphics.pop()
@@ -52,8 +53,8 @@ function draw_triangle(object)
 			local s = 1 - hurt / player.max_damage
 			local diff = 1.1
 			vertices = {0, - h0 + diff*s*h0,
-						w0 - diff*s*w0, h0 - s*h0,
-						- w0 + diff*s*w0, h0 - s*h0}
+					w0 - diff*s*w0, h0 - s*h0, 
+					-w0 + diff*s*w0, h0 - s*h0}
 			love.graphics.polygon(object.filling, vertices)
 		end
 	love.graphics.pop()
diff --git a/lib/text.lua b/lib/text.lua
index c54c26c..c9ff98e 100644
--- a/lib/text.lua
+++ b/lib/text.lua
@@ -5,9 +5,9 @@ local yf_font = "res/yf16font.ttf"
 big_font = love.graphics.newFont(yf_font, 55)
 medium_font = love.graphics.newFont(yf_font, 35)
 small_font = love.graphics.newFont(yf_font, 15)
-small_font:setFilter( "nearest", "nearest" )
-medium_font:setFilter( "nearest", "nearest" )
-big_font:setFilter( "nearest", "nearest" )
+small_font:setFilter("nearest", "nearest")
+medium_font:setFilter("nearest", "nearest")
+big_font:setFilter("nearest", "nearest")
 
 function write_centered(text, font, y, win_w)
 	local w = font:getWidth(text)
@@ -28,7 +28,7 @@ function write(text, font, x, y)
 end
 
 function time_to_string(time)
-	time = math.ceil((time * 100)) / 100
+	time = math.ceil(time * 100) / 100
 	local time = ""..time
 	if #time == 1 then
 		return time..".00"
diff --git a/main.lua b/main.lua
index 98878ef..a105343 100644
--- a/main.lua
+++ b/main.lua
@@ -21,6 +21,7 @@ function love.load()
 	key_see = "1"
 	key_move = "2"
 	key_attack = "3"
+
 	-- "none", "rot", "move"
 	pressed_keys = {left = "none", right = "none", up = "none", down = "none"}
 
@@ -70,7 +71,7 @@ function love.keypressed(key)
 
 
 	elseif state == "death" then
-		if key == "space" or key == "return"or key == "escape" then
+		if key == "space" or key == "return" or key == "escape" then
 			state = "start"
 		end
 
@@ -214,9 +215,10 @@ function show_startscreen()
 	
 	love.graphics.rectangle("line", x - dist, y, w, h, w/2, h/2) 
 	love.graphics.rectangle("line", x, y, w, h, 0) 
-	love.graphics.polygon("line", {x + dist, y, 
-									x + dist, y + h, 
-									x + w + dist, y + h/2}) 
+	love.graphics.polygon("line", {
+			x + dist, y, 
+			x + dist, y + h, 
+			x + w + dist, y + h/2}) 
 end
 
 function show_infoscreen()
@@ -246,8 +248,9 @@ function show_infoscreen()
 
 	love.graphics.rectangle("line", x - dist, y, w, h, w/2, h/2) 
 	love.graphics.rectangle("line", x, y, w, h, 0) 
-	love.graphics.polygon("line", {x + dist, y, 
-									x + dist, y + h, 
-									x + w + dist, y + h/2}) 
+	love.graphics.polygon("line", {
+			x + dist, y, 
+			x + dist, y + h, 
+			x + w + dist, y + h/2}) 
 	write_centered("Press <space> to start game (and shoot)!", small_font, 3.2*win_h / 4, win_w)
 end
diff --git a/movement.lua b/movement.lua
index f5d674d..77e5e7b 100644
--- a/movement.lua
+++ b/movement.lua
@@ -1,17 +1,17 @@
 function move_player(player, dt)
-	if (player.x + player.x_dir * player.x_speed * dt) + player.width / 2 > win_w then
-		player.x = win_w - player.width / 2
+	if (player.x + player.x_dir * player.x_speed * dt) + player.width/2 > win_w then
+		player.x = win_w - player.width/2
 		return false
-	elseif player.x + player.x_dir * player.x_speed * dt < player.width / 2 then
-		player.x = player.width / 2
+	elseif player.x + player.x_dir * player.x_speed * dt < player.width/2 then
+		player.x = player.width/2
 		return false
 	end
 
-	if (player.y + player.y_dir * player.y_speed * dt) + player.height / 2 > win_h then
+	if (player.y + player.y_dir * player.y_speed * dt) + player.height/2 > win_h then
 		-- TODO player gets "stuck" here
 		return false
-	elseif player.y + player.y_dir * player.y_speed * dt < player.height / 2 then
-		player.y = player.height / 2
+	elseif player.y + player.y_dir * player.y_speed * dt < player.height/2 then
+		player.y = player.height/2
 		return false
 	end
 	move(player, dt)
@@ -26,10 +26,10 @@ function move_shot(shot, dt)
 	end
 
 	function move_enemy(enemy, dt)
-		if enemy.x - enemy.width * 2 > win_w or
-			enemy.y - enemy.height * 2 > win_h or
-			enemy.x + enemy.width * 2 < 0 or
-			enemy.y + enemy.height * 2 < 0 then return false end
+		if enemy.x - enemy.width*2 > win_w or
+			enemy.y - enemy.height*2 > win_h or
+			enemy.x + enemy.width*2 < 0 or
+			enemy.y + enemy.height*2 < 0 then return false end
 			move(enemy, dt)
 			return true
 		end