From 1543e60d68fa96bf53004b17a64f60872dc988c1 Mon Sep 17 00:00:00 2001 From: Mottributo <87079566+Mottributo@users.noreply.github.com> Date: Sun, 26 Mar 2023 17:58:24 +0300 Subject: [PATCH] refactoring --- sketch.js | 748 +++++++++++++++++++++++++++--------------------------- 1 file changed, 373 insertions(+), 375 deletions(-) diff --git a/sketch.js b/sketch.js index 3ddc4d5..cc3565e 100644 --- a/sketch.js +++ b/sketch.js @@ -23,14 +23,310 @@ var platforms = []; var enemies = []; var flagpole; +function GameCharacter() { + this.x = width / 2; + this.y = floorPos_y + (height - floorPos_y) / 6; + this.x_step = 5; + this.y_step = 8; + this.scale = 1; + this.sprite = 1; + this.speed = 5; + this.baseLives = 3; + this.curLives = 3; + this.baseJumpingStrength = 16; + this.curJumpingStrength = 0; + this.isRight = false; + this.isLeft = false; + this.isFalling = false; + this.isJumping = false; + this.isPlummeting = false; + this.curGroundIndex = 0; + + this._updateSprite = function () { + if (this.isPlummeting) { + this.sprite = 2; + } else if (this.isFalling) { + this.sprite = 2; + if (this.isLeft && !this.isRight) this.sprite = 5; + else if (this.isRight && !this.isLeft) this.sprite = 6; + } else { + if (this.isLeft && !this.isRight) this.sprite = 4; + else if (this.isRight && !this.isLeft) this.sprite = 3; + else this.sprite = 1; + } + }; + this.draw = function () { + this._drawBody = function (jumping = false) { + fill(palette.body_color); + if (jumping) { + triangle( + this.x - this.x_step * 2, + this.y - this.y_step * 1.5, + this.x, + this.y - this.y_step * 4, + this.x + this.x_step * 2, + this.y - this.y_step * 1.5, + ); + } else { + triangle( + this.x - this.x_step * 2, + this.y, + this.x, + this.y - this.y_step * 4, + this.x + this.x_step * 2, + this.y, + ); + } + } + this._drawHead = function () { + fill(palette.head_color); + ellipse( + this.x, + this.y - this.y_step * 5, + this.x_step * 6, + this.y_step * 4, + ); + } + this._drawEyes = function (draw_left, draw_right, eyes_height) { + fill(0); + if (draw_left) { + ellipse( + this.x - this.x_step * 1.2, + this.y - this.y_step * eyes_height, + this.x_step / 1.5, + this.y_step / 2, + ); + } + if (draw_right) { + ellipse( + this.x + this.x_step * 1.2, + this.y - this.y_step * eyes_height, + this.x_step / 1.5, + this.y_step / 2, + ); + } + } + this._updateSprite(); + push(); + strokeWeight(1); + stroke(1); + this.x_step *= this.scale; + this.y_step *= this.scale; + + // Standing, facing frontwards + if (this.sprite == 1) { + // Body + this._drawBody(); + // Head + this._drawHead(); + // Eyes + this._drawEyes(true, true, 4.2); + } + // Jumping, facing forwards + else if (this.sprite == 2) { + // Body + this._drawBody(true); + // Hands. (Hands!) + line( + this.x - this.x_step * 1, + this.y - this.y_step * 2.5, + this.x - this.x_step * 3.2, + this.y - this.y_step * 3.2, + ); + line( + this.x + this.x_step * 1, + this.y - this.y_step * 2.5, + this.x + this.x_step * 3.2, + this.y - this.y_step * 3.2, + ); + // Head + this._drawHead(); + // Eyes + this._drawEyes(true, true, 3.8); + } + // Walking right + else if (this.sprite == 3) { + // Body + this._drawBody(); + // Hand. (Hand!) + line( + this.x, + this.y - this.y_step * 2.5, + this.x + this.x_step * 0.8, + this.y - this.y_step * 1, + ); + // Head + this._drawHead(); + // Eyes + this._drawEyes(false, true, 4.2); + } + // Walking left + else if (this.sprite == 4) { + // Body + this. _drawBody(); + // Hand. (Hand!) + line( + this.x, + this.y - this.y_step * 2.5, + this.x - this.x_step * 0.8, + this.y - this.y_step * 1, + ); + // Head + this._drawHead(); + // Eyess + this._drawEyes(true, false, 4.2); + } + // Jumping left + else if (this.sprite == 5) { + // Body + this._drawBody(true); + // Hands. (Hands!) + line( + this.x - this.x_step * 1, + this.y - this.y_step * 2.5, + this.x - this.x_step * 3.2, + this.y - this.y_step * 3.2, + ); + line( + this.x + this.x_step * 1, + this.y - this.y_step * 2.5, + this.x + this.x_step * 3.2, + this.y - this.y_step * 3.2, + ); + // Head + this._drawHead(); + // Eyes + this._drawEyes(true, false, 3.8); + } + // Jumping right + else if (this.sprite == 6) { + // Body + this._drawBody(true); + // Hands. (Hands!) + line( + this.x - this.x_step * 1, + this.y - this.y_step * 2.5, + this.x - this.x_step * 3.2, + this.y - this.y_step * 3.2, + ); + line( + this.x + this.x_step * 1, + this.y - this.y_step * 2.5, + this.x + this.x_step * 3.2, + this.y - this.y_step * 3.2, + ); + // Head + this._drawHead(); + // Eyes + this._drawEyes(false, true, 3.8); + } else { + text('Bad sprite number!', 10, 10); + console.error('Bad this sprite number: ' + this.sprite); + noLoop(); + } + this.x_step /= this.scale; + this.y_step /= this.scale; + pop(); + }; + this.drawShadow = function () { + push(); + noStroke(); + this.x_step *= this.scale; + this.y_step *= this.scale; + fill('rgba(0,0,0,0.2)'); + if (!this.isPlumetting) + shadow_y = groundPositions[this.curGroundIndex]; + else shadow_y = NaN; + ellipse( + this.x, + shadow_y, + this.x_step * 5, + this.y_step * 1.5, + ); + this.x_step /= this.scale; + this.y_step /= this.scale; + pop(); + }; + this._checkPlayerDie = function () { + if (frameCount - death_timer > 60) { + if (this.curLives > 1) { + this.curLives--; + death_timer = undefined; + startGame(); + } else if (this.curLives == 1) { + this.curLives--; + } else { + this.curLives = 0; + } + } + }; + this.act = function () { + if (!this.isPlummeting) { + if (this.isLeft && !this.isRight) { + this.x -= this.speed; + } else if (this.isRight && !this.isLeft) { + this.x += this.speed; + } + + if (this.isJumping) { + this.y -= this.curJumpingStrength; + this.curJumpingStrength -= gravity; + if (this.curJumpingStrength <= 0) { + this.isFalling = true; + this.isJumping = false; + } + } else if (this.isFalling) { + this.y -= this.curJumpingStrength; + this.curJumpingStrength -= gravity; + if (this.y >= this.getCurGroundY()) { + this.y = this.getCurGroundY(); + this.isFalling = false; + } + } else { + } + } + this._checkPlayerDie(); + // Doing plummeting + if (this.isPlummeting) { + // using OR operator to set to frameCount in case death_timer is undefined, + // but not updating the death_timer again in case it is not undefined. + death_timer = death_timer || frameCount; + this.y += 3; + } + }; + this.getCurGroundY = function () { + return groundPositions[this.curGroundIndex]; + }; + this.goUp = function () { + memorizedIndex = this.curGroundIndex; + this.curGroundIndex = max(0, this.curGroundIndex - 1); + if (memorizedIndex != this.curGroundIndex) { + this.y -= (height - floorPos_y) / 3; + this.scale -= 0.1; + } + }; + this.goDown = function () { + memorizedIndex = this.curGroundIndex; + this.curGroundIndex = min( + groundPositions.length - 1, + this.curGroundIndex + 1, + ); + if (memorizedIndex != this.curGroundIndex) { + this.y += (height - floorPos_y) / 3; + this.scale += 0.1; + } + }; +} function Platform(curGroundIndex, x, width, y) { this.curGroundIndex = curGroundIndex; this.x = x; this.width = width; // To make platforms jumpable to each other, define a max vertical difference // thru an arithmetic progression dependent on the game character's jumping strength and gravity. - this.max_y_deviation = - (gameChar.baseJumpingStrength/gravity)*(gameChar.baseJumpingStrength)/2; + this.max_y_deviation = + ((gameChar.baseJumpingStrength / gravity) * + gameChar.baseJumpingStrength) / + 2; this.y = y || groundPositions[curGroundIndex] - this.max_y_deviation; this.draw = function () { @@ -42,7 +338,7 @@ function Platform(curGroundIndex, x, width, y) { this.x - this.width, this.y + height / 100, width * 2, - height / 100 + height / 100, ); pop(); }; @@ -50,12 +346,12 @@ function Platform(curGroundIndex, x, width, y) { push(); // drawing shadow on the ground noStroke(); - fill("rgba(0,0,0, 0.15)"); + fill('rgba(0,0,0, 0.15)'); rect( this.x - this.width, groundPositions[curGroundIndex], width * 2, - height / 100 + height / 100, ); pop(); @@ -87,32 +383,28 @@ var palette; function setup() { createCanvas(1024, 576); palette = { - body_color: color("white"), - head_color: color("darkgreen"), - sky_color: color("#8E9887"), - ground_colors: [ - color("#874321"), - color("#636721"), - color("#634345") - ], - river_river_color: color("#56C525"), - river_river_wave_color: color("#4BAD21"), - river_color: color("#7B672A"), - pine_leaves_color: color("#3F4834"), - maple_leaves_color: color("#4E3D1F"), - pine_stem: color("#644D0D"), - maple_stem: color("#936907"), - mountain: color("#5a5a5a"), - mountain_shadow: color("#3c3c3c"), + body_color: color('white'), + head_color: color('darkgreen'), + sky_color: color('#8E9887'), + ground_colors: [color('#874321'), color('#636721'), color('#634345')], + river_river_color: color('#56C525'), + river_river_wave_color: color('#4BAD21'), + river_color: color('#7B672A'), + pine_leaves_color: color('#3F4834'), + maple_leaves_color: color('#4E3D1F'), + pine_stem: color('#644D0D'), + maple_stem: color('#936907'), + mountain: color('#5a5a5a'), + mountain_shadow: color('#3c3c3c'), cloud0: color(200), cloud1: color(220), cloud2: color(255), - coin_outer: color("#FDC334"), - coin_middle: color("#ababab"), - coin_inner: color("#FDC334"), - heart_color: color("darkred"), - enemy_head_color: color("red"), - enemy_body_color: color("red"), + coin_outer: color('#FDC334'), + coin_middle: color('#ababab'), + coin_inner: color('#FDC334'), + heart_color: color('darkred'), + enemy_head_color: color('red'), + enemy_body_color: color('red'), }; startGame((level_start = true)); } @@ -139,300 +431,7 @@ function startGame(level_start) { cell_size_h: 20, }; if (level_start) { - gameChar = { - x: width / 2, - y: floorPos_y + (height - floorPos_y) / 6, - x_step: 5, - y_step: 8, - scale: 1, - sprite: 1, - speed: 5, - baseLives: 3, - curLives: 3, - baseJumpingStrength: 16, - curJumpingStrength: 0, - isRight: false, - isLeft: false, - isFalling: false, - isJumping: false, - isPlummeting: false, - curGroundIndex: 0, - - _updateSprite: function () { - if (gameChar.isPlummeting) { - gameChar.sprite = 2; - } else if (gameChar.isFalling) { - gameChar.sprite = 2; - if (gameChar.isLeft && !gameChar.isRight) - gameChar.sprite = 5; - else if (gameChar.isRight && !gameChar.isLeft) - gameChar.sprite = 6; - } else { - if (gameChar.isLeft && !gameChar.isRight) - gameChar.sprite = 4; - else if (gameChar.isRight && !gameChar.isLeft) - gameChar.sprite = 3; - else gameChar.sprite = 1; - } - }, - - draw: function () { - this._updateSprite(); - push(); - strokeWeight(1); - stroke(1); - this.x_step *= this.scale; - this.y_step *= this.scale; - function _drawBody(jumping = false) { - fill(palette.body_color); - if (jumping) { - triangle( - gameChar.x - gameChar.x_step * 2, - gameChar.y - gameChar.y_step * 1.5, - gameChar.x, - gameChar.y - gameChar.y_step * 4, - gameChar.x + gameChar.x_step * 2, - gameChar.y - gameChar.y_step * 1.5 - ); - } else { - triangle( - gameChar.x - gameChar.x_step * 2, - gameChar.y, - gameChar.x, - gameChar.y - gameChar.y_step * 4, - gameChar.x + gameChar.x_step * 2, - gameChar.y - ); - } - } - function _drawHead() { - fill(palette.head_color); - ellipse( - gameChar.x, - gameChar.y - gameChar.y_step * 5, - gameChar.x_step * 6, - gameChar.y_step * 4 - ); - } - function _drawEyes(draw_left, draw_right, eyes_height) { - fill(0); - if (draw_left) { - ellipse( - gameChar.x - gameChar.x_step * 1.2, - gameChar.y - gameChar.y_step * eyes_height, - gameChar.x_step / 1.5, - gameChar.y_step / 2 - ); - } - if (draw_right) { - ellipse( - gameChar.x + gameChar.x_step * 1.2, - gameChar.y - gameChar.y_step * eyes_height, - gameChar.x_step / 1.5, - gameChar.y_step / 2 - ); - } - } - // Standing, facing frontwards - if (this.sprite == 1) { - // Body - _drawBody(); - // Head - _drawHead(); - // Eyes - _drawEyes(true, true, 4.2); - } - // Jumping, facing forwards - else if (gameChar.sprite == 2) { - // Body - _drawBody(true); - // Hands. (Hands!) - line( - this.x - this.x_step * 1, - this.y - this.y_step * 2.5, - this.x - this.x_step * 3.2, - this.y - this.y_step * 3.2 - ); - line( - this.x + this.x_step * 1, - this.y - this.y_step * 2.5, - this.x + this.x_step * 3.2, - this.y - this.y_step * 3.2 - ); - // Head - _drawHead(); - // Eyes - _drawEyes(true, true, 3.8); - } - // Walking right - else if (this.sprite == 3) { - // Body - _drawBody(); - // Hand. (Hand!) - line( - this.x, - this.y - this.y_step * 2.5, - this.x + this.x_step * 0.8, - this.y - this.y_step * 1 - ); - // Head - _drawHead(); - // Eyes - _drawEyes(false, true, 4.2); - } - // Walking left - else if (this.sprite == 4) { - // Body - _drawBody(); - // Hand. (Hand!) - line( - this.x, - this.y - this.y_step * 2.5, - this.x - this.x_step * 0.8, - this.y - this.y_step * 1 - ); - // Head - _drawHead(); - // Eyess - _drawEyes(true, false, 4.2); - } - // Jumping left - else if (this.sprite == 5) { - // Body - _drawBody(true); - // Hands. (Hands!) - line( - this.x - this.x_step * 1, - this.y - this.y_step * 2.5, - this.x - this.x_step * 3.2, - this.y - this.y_step * 3.2 - ); - line( - this.x + this.x_step * 1, - this.y - this.y_step * 2.5, - this.x + this.x_step * 3.2, - this.y - this.y_step * 3.2 - ); - // Head - _drawHead(); - // Eyes - _drawEyes(true, false, 3.8); - } - // Jumping right - else if (this.sprite == 6) { - // Body - _drawBody(true); - // Hands. (Hands!) - line( - this.x - this.x_step * 1, - this.y - this.y_step * 2.5, - this.x - this.x_step * 3.2, - this.y - this.y_step * 3.2 - ); - line( - this.x + this.x_step * 1, - this.y - this.y_step * 2.5, - this.x + this.x_step * 3.2, - this.y - this.y_step * 3.2 - ); - // Head - _drawHead(); - // Eyes - _drawEyes(false, true, 3.8); - } else { - text("Bad sprite number!", 10, 10); - console.error("Bad gameChar sprite number: " + this.sprite); - } - this.x_step /= this.scale; - this.y_step /= this.scale; - pop(); - }, - drawShadow: function () { - push(); - noStroke(); - this.x_step *= this.scale; - this.y_step *= this.scale; - fill('rgba(0,0,0,0.2)'); - if (!gameChar.isPlumetting) shadow_y = groundPositions[gameChar.curGroundIndex]; - else shadow_y = NaN; - ellipse(gameChar.x, - shadow_y, - gameChar.x_step*5, - gameChar.y_step*1.5); - this.x_step /= this.scale; - this.y_step /= this.scale; - pop(); - }, - _checkPlayerDie: function () { - if (frameCount - death_timer > 60) { - if (gameChar.curLives > 1) { - gameChar.curLives--; - death_timer = undefined; - startGame(); - } else if (gameChar.curLives == 1) { - gameChar.curLives--; - } else { - gameChar.curLives = 0; - } - } - }, - act: function () { - if (!gameChar.isPlummeting) { - if (gameChar.isLeft && !gameChar.isRight) { - gameChar.x -= gameChar.speed; - } else if (gameChar.isRight && !gameChar.isLeft) { - gameChar.x += gameChar.speed; - } - - if (gameChar.isJumping) { - gameChar.y -= gameChar.curJumpingStrength; - gameChar.curJumpingStrength -= gravity; - if (gameChar.curJumpingStrength <= 0) { - gameChar.isFalling = true; - gameChar.isJumping = false; - } - } else if (gameChar.isFalling) { - gameChar.y -= gameChar.curJumpingStrength; - gameChar.curJumpingStrength -= gravity; - if (gameChar.y >= gameChar.getCurGroundY()) { - gameChar.y = gameChar.getCurGroundY(); - gameChar.isFalling = false; - } - } else { - } - } - this._checkPlayerDie(); - // Doing plummeting - if (gameChar.isPlummeting) { - // using OR operator to set to frameCount in case death_timer is undefined, - // but not updating the death_timer again in case it is not undefined. - death_timer = death_timer || frameCount; - gameChar.y += 3; - } - }, - getCurGroundY: function () { - return groundPositions[this.curGroundIndex]; - }, - goUp: function () { - memorizedIndex = this.curGroundIndex; - this.curGroundIndex = max(0, this.curGroundIndex - 1); - if (memorizedIndex != this.curGroundIndex) { - gameChar.y -= (height - floorPos_y) / 3; - gameChar.scale -= 0.1; - } - }, - goDown: function () { - memorizedIndex = this.curGroundIndex; - this.curGroundIndex = min( - groundPositions.length - 1, - this.curGroundIndex + 1 - ); - if (memorizedIndex != this.curGroundIndex) { - gameChar.y += (height - floorPos_y) / 3; - gameChar.scale += 0.1; - } - }, - }; + gameChar = new GameCharacter(); cameraPosX = gameChar.x - width / 2; // Creating trees, clouds, mountains, rivers, collectables. { @@ -458,7 +457,7 @@ function startGame(level_start) { // To prevent spiky mountains which are quite ugly mountains[i].height = max( mountains[i].width, - mountains[i].height + mountains[i].height, ); } // Start mountains. @@ -535,23 +534,23 @@ function startGame(level_start) { 0, 700, 50, - groundPositions[0] - Platform.max_y_deviation + groundPositions[0] - Platform.max_y_deviation, ); platforms[1][0] = new Platform( 1, 800, 50, - groundPositions[1] - Platform.max_y_deviation + groundPositions[1] - Platform.max_y_deviation, ); platforms[2][0] = new Platform( 2, 900, 50, - groundPositions[2] - Platform.max_y_deviation + groundPositions[2] - Platform.max_y_deviation, ); } else { let groundPosIndex = floor( - random(0, groundPositions.length) + random(0, groundPositions.length), ); // array.slice(-1)[0] gets the last element of an array without removing it, // contrary to array.pop(). @@ -561,18 +560,16 @@ function startGame(level_start) { platforms[groundPosIndex].push( new Platform( groundPosIndex, - prev.x + - random( - prev.width + 70, - prev.width + 155 - ), + prev.x + random(prev.width + 70, prev.width + 155), random(15, 60), max( - random(prev.y - - prev.max_y_deviation, - floorPos_y - prev.max_y_deviation), - height / 8) - ) + random( + prev.y - prev.max_y_deviation, + floorPos_y - prev.max_y_deviation, + ), + height / 8, + ), + ), ); } } @@ -607,7 +604,7 @@ function draw() { cameraPosX = lerp( finish_position_x - width / 2, cameraPosX, - camera_speed + camera_speed, ); // -------- CLOUDS -------------- @@ -624,7 +621,7 @@ function draw() { drawTrees(); // -------- PLATFORMS SHADOWS --- if (shadows_enabled) - for (i=0; i 2) { @@ -775,7 +772,7 @@ function drawRiver(t_river) { t_river.points[k][0], t_river.points[k][1], t_river.points[k][0], - t_river.points[k][1] + t_river.points[k][2] + t_river.points[k][1] + t_river.points[k][2], ); } @@ -817,27 +814,27 @@ function drawClouds() { clouds[i].x - 20, clouds[i].y - 10, 20 * clouds[i].size, - 30 * clouds[i].size + 30 * clouds[i].size, ); fill(palette.cloud1); ellipse( clouds[i].x + 20, clouds[i].y - 20, 70 * clouds[i].size, - 50 * clouds[i].size + 50 * clouds[i].size, ); fill(palette.cloud2); ellipse( clouds[i].x, clouds[i].y, 90 * clouds[i].size, - 40 * clouds[i].size + 40 * clouds[i].size, ); ellipse( clouds[i].x + 45, clouds[i].y - 10, 50 * clouds[i].size, - 35 * clouds[i].size + 35 * clouds[i].size, ); pop(); } @@ -855,7 +852,7 @@ function drawMountains() { mountains[i].x + mountains[i].skew, mountains[i].height, mountains[i].x + mountains[i].width, - floorPos_y + floorPos_y, ); fill(palette.mountain); triangle( @@ -864,7 +861,7 @@ function drawMountains() { mountains[i].x + mountains[i].skew, mountains[i].height, mountains[i].x - mountains[i].width / 1.5, - floorPos_y + floorPos_y, ); pop(); } @@ -894,7 +891,7 @@ function drawLives() { true, width - i * heart_size * 4.5, heart_size * 1.5, - heart_size + heart_size, ); } for (i = gameChar.curLives; i > 0; i--) { @@ -902,7 +899,7 @@ function drawLives() { false, width - i * heart_size * 4.5, heart_size * 1.5, - heart_size + heart_size, ); } pop(); @@ -919,7 +916,7 @@ function drawTrees() { trees_x[i], floorPos_y - 150, trees_x[i] + 15, - floorPos_y + floorPos_y, ); fill(palette.pine_leaves_color); triangle( @@ -928,7 +925,7 @@ function drawTrees() { trees_x[i], floorPos_y - 120, trees_x[i] + 45, - floorPos_y - 45 + floorPos_y - 45, ); triangle( trees_x[i] - 45, @@ -936,7 +933,7 @@ function drawTrees() { trees_x[i], floorPos_y - 180, trees_x[i] + 45, - floorPos_y - 85 + floorPos_y - 85, ); } // Draw maple @@ -948,7 +945,7 @@ function drawTrees() { trees_x[i], floorPos_y - 120, trees_x[i] + 10, - floorPos_y + floorPos_y, ); fill(palette.maple_leaves_color); ellipse(trees_x[i], floorPos_y - 50, 80, 30); @@ -961,16 +958,16 @@ function drawTrees() { function drawPlatforms(rowIndex) { push(); - for (k = 0; k < platforms[rowIndex].length; k++) { - platforms[rowIndex][k].draw(); - } + for (k = 0; k < platforms[rowIndex].length; k++) { + platforms[rowIndex][k].draw(); + } pop(); } function drawPlatformsShadows(rowIndex) { push(); - for (k = 0; k < platforms[rowIndex].length; k++) { - platforms[rowIndex][k].drawShadow(); - } + for (k = 0; k < platforms[rowIndex].length; k++) { + platforms[rowIndex][k].drawShadow(); + } pop(); } @@ -998,7 +995,7 @@ function renderFlagpole() { flagpole.x + flagpole.cell_size_h * i, floorPos_y / 2 + flagpole.cell_size_v * j, flagpole.cell_size_h, - flagpole.cell_size_v + flagpole.cell_size_v, ); } } @@ -1019,9 +1016,9 @@ function drawFps() { if (fps_recent_values.length < 200) fps_recent_values.push(fps); else fps_recent_values.shift(); fps_recent_values.push(fps); - fill("red"); + fill('red'); text(fps, 400, 99); - stroke("black"); + stroke('black'); beginShape(LINES); for (i = 1; i < fps_recent_values.length; i++) { vertex(i, fps_recent_values[i]); @@ -1030,7 +1027,7 @@ function drawFps() { pop(); } function keyPressed() { - console.log(frameCount + " pressed " + key + " " + keyCode); + console.log(frameCount + ' pressed ' + key + ' ' + keyCode); if (gameChar.curLives < 1 || flagpole.isReached) { if (keyCode == 32 /*Space*/) { /*Hard resets the game*/ @@ -1043,7 +1040,8 @@ function keyPressed() { gameChar.isRight = true; if (keyCode == 83 /*S*/ || keyCode == DOWN_ARROW) gameChar.goDown(); if (keyCode == 87 /*W*/ || keyCode == UP_ARROW) gameChar.goUp(); - // Rewrote jumping routine to make it more natural and be able to support platforms and different player dimensions + // Rewrote jumping routine to make it more natural and be able to + // support platforms and different player dimensions if ( (keyCode == 32 /*Space*/ || keyCode == 88) /*X*/ && !gameChar.isFalling && @@ -1056,7 +1054,7 @@ function keyPressed() { if (keyCode == 77 /*M*/) showDebugData = !showDebugData; } function keyReleased() { - console.log(frameCount + " released " + key + " " + keyCode); + console.log(frameCount + ' released ' + key + ' ' + keyCode); if (keyCode == 65 /*A*/ || keyCode == LEFT_ARROW) gameChar.isLeft = false; if (keyCode == 68 /*D*/ || keyCode == RIGHT_ARROW) gameChar.isRight = false; }