refactoring
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11d12e3d65
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1543e60d68
728
sketch.js
728
sketch.js
@ -23,6 +23,300 @@ var platforms = [];
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var enemies = [];
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var flagpole;
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function GameCharacter() {
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this.x = width / 2;
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this.y = floorPos_y + (height - floorPos_y) / 6;
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this.x_step = 5;
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this.y_step = 8;
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this.scale = 1;
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this.sprite = 1;
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this.speed = 5;
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this.baseLives = 3;
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this.curLives = 3;
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this.baseJumpingStrength = 16;
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this.curJumpingStrength = 0;
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this.isRight = false;
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this.isLeft = false;
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this.isFalling = false;
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this.isJumping = false;
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this.isPlummeting = false;
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this.curGroundIndex = 0;
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this._updateSprite = function () {
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if (this.isPlummeting) {
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this.sprite = 2;
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} else if (this.isFalling) {
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this.sprite = 2;
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if (this.isLeft && !this.isRight) this.sprite = 5;
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else if (this.isRight && !this.isLeft) this.sprite = 6;
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} else {
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if (this.isLeft && !this.isRight) this.sprite = 4;
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else if (this.isRight && !this.isLeft) this.sprite = 3;
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else this.sprite = 1;
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}
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};
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this.draw = function () {
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this._drawBody = function (jumping = false) {
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fill(palette.body_color);
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if (jumping) {
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triangle(
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this.x - this.x_step * 2,
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this.y - this.y_step * 1.5,
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this.x,
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this.y - this.y_step * 4,
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this.x + this.x_step * 2,
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this.y - this.y_step * 1.5,
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);
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} else {
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triangle(
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this.x - this.x_step * 2,
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this.y,
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this.x,
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this.y - this.y_step * 4,
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this.x + this.x_step * 2,
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this.y,
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);
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}
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}
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this._drawHead = function () {
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fill(palette.head_color);
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ellipse(
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this.x,
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this.y - this.y_step * 5,
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this.x_step * 6,
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this.y_step * 4,
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);
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}
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this._drawEyes = function (draw_left, draw_right, eyes_height) {
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fill(0);
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if (draw_left) {
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ellipse(
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this.x - this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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);
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}
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if (draw_right) {
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ellipse(
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this.x + this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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);
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}
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}
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this._updateSprite();
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push();
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strokeWeight(1);
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stroke(1);
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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// Standing, facing frontwards
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if (this.sprite == 1) {
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// Body
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this._drawBody();
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(true, true, 4.2);
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}
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// Jumping, facing forwards
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else if (this.sprite == 2) {
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// Body
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this._drawBody(true);
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// Hands. (Hands!)
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line(
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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line(
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(true, true, 3.8);
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}
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// Walking right
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else if (this.sprite == 3) {
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// Body
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this._drawBody();
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// Hand. (Hand!)
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line(
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this.x,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 0.8,
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this.y - this.y_step * 1,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(false, true, 4.2);
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}
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// Walking left
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else if (this.sprite == 4) {
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// Body
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this. _drawBody();
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// Hand. (Hand!)
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line(
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this.x,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 0.8,
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this.y - this.y_step * 1,
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);
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// Head
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this._drawHead();
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// Eyess
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this._drawEyes(true, false, 4.2);
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}
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// Jumping left
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else if (this.sprite == 5) {
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// Body
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this._drawBody(true);
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// Hands. (Hands!)
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line(
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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line(
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(true, false, 3.8);
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}
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// Jumping right
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else if (this.sprite == 6) {
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// Body
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this._drawBody(true);
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// Hands. (Hands!)
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line(
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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line(
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(false, true, 3.8);
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} else {
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text('Bad sprite number!', 10, 10);
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console.error('Bad this sprite number: ' + this.sprite);
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noLoop();
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}
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this.x_step /= this.scale;
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this.y_step /= this.scale;
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pop();
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};
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this.drawShadow = function () {
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push();
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noStroke();
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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fill('rgba(0,0,0,0.2)');
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if (!this.isPlumetting)
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shadow_y = groundPositions[this.curGroundIndex];
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else shadow_y = NaN;
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ellipse(
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this.x,
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shadow_y,
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this.x_step * 5,
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this.y_step * 1.5,
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);
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this.x_step /= this.scale;
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this.y_step /= this.scale;
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pop();
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};
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this._checkPlayerDie = function () {
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if (frameCount - death_timer > 60) {
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if (this.curLives > 1) {
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this.curLives--;
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death_timer = undefined;
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startGame();
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} else if (this.curLives == 1) {
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this.curLives--;
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} else {
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this.curLives = 0;
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}
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}
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};
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this.act = function () {
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if (!this.isPlummeting) {
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if (this.isLeft && !this.isRight) {
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this.x -= this.speed;
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} else if (this.isRight && !this.isLeft) {
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this.x += this.speed;
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}
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if (this.isJumping) {
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this.y -= this.curJumpingStrength;
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this.curJumpingStrength -= gravity;
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if (this.curJumpingStrength <= 0) {
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this.isFalling = true;
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this.isJumping = false;
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}
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} else if (this.isFalling) {
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this.y -= this.curJumpingStrength;
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this.curJumpingStrength -= gravity;
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if (this.y >= this.getCurGroundY()) {
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this.y = this.getCurGroundY();
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this.isFalling = false;
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}
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} else {
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}
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}
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this._checkPlayerDie();
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// Doing plummeting
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if (this.isPlummeting) {
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// using OR operator to set to frameCount in case death_timer is undefined,
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// but not updating the death_timer again in case it is not undefined.
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death_timer = death_timer || frameCount;
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this.y += 3;
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}
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};
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this.getCurGroundY = function () {
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return groundPositions[this.curGroundIndex];
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};
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this.goUp = function () {
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memorizedIndex = this.curGroundIndex;
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this.curGroundIndex = max(0, this.curGroundIndex - 1);
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if (memorizedIndex != this.curGroundIndex) {
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this.y -= (height - floorPos_y) / 3;
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this.scale -= 0.1;
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}
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};
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this.goDown = function () {
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memorizedIndex = this.curGroundIndex;
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this.curGroundIndex = min(
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groundPositions.length - 1,
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this.curGroundIndex + 1,
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);
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if (memorizedIndex != this.curGroundIndex) {
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this.y += (height - floorPos_y) / 3;
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this.scale += 0.1;
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}
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};
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}
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function Platform(curGroundIndex, x, width, y) {
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this.curGroundIndex = curGroundIndex;
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this.x = x;
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@ -30,7 +324,9 @@ function Platform(curGroundIndex, x, width, y) {
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// To make platforms jumpable to each other, define a max vertical difference
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// thru an arithmetic progression dependent on the game character's jumping strength and gravity.
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this.max_y_deviation =
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(gameChar.baseJumpingStrength/gravity)*(gameChar.baseJumpingStrength)/2;
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((gameChar.baseJumpingStrength / gravity) *
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gameChar.baseJumpingStrength) /
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2;
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this.y = y || groundPositions[curGroundIndex] - this.max_y_deviation;
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this.draw = function () {
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@ -42,7 +338,7 @@ function Platform(curGroundIndex, x, width, y) {
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this.x - this.width,
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this.y + height / 100,
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width * 2,
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height / 100
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height / 100,
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);
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pop();
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};
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@ -50,12 +346,12 @@ function Platform(curGroundIndex, x, width, y) {
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push();
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// drawing shadow on the ground
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noStroke();
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fill("rgba(0,0,0, 0.15)");
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fill('rgba(0,0,0, 0.15)');
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rect(
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this.x - this.width,
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groundPositions[curGroundIndex],
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width * 2,
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height / 100
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height / 100,
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);
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pop();
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@ -87,32 +383,28 @@ var palette;
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function setup() {
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createCanvas(1024, 576);
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palette = {
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body_color: color("white"),
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head_color: color("darkgreen"),
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sky_color: color("#8E9887"),
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ground_colors: [
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color("#874321"),
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color("#636721"),
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color("#634345")
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],
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river_river_color: color("#56C525"),
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river_river_wave_color: color("#4BAD21"),
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river_color: color("#7B672A"),
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pine_leaves_color: color("#3F4834"),
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maple_leaves_color: color("#4E3D1F"),
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pine_stem: color("#644D0D"),
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maple_stem: color("#936907"),
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mountain: color("#5a5a5a"),
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mountain_shadow: color("#3c3c3c"),
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body_color: color('white'),
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head_color: color('darkgreen'),
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sky_color: color('#8E9887'),
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ground_colors: [color('#874321'), color('#636721'), color('#634345')],
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river_river_color: color('#56C525'),
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river_river_wave_color: color('#4BAD21'),
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river_color: color('#7B672A'),
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pine_leaves_color: color('#3F4834'),
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maple_leaves_color: color('#4E3D1F'),
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pine_stem: color('#644D0D'),
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maple_stem: color('#936907'),
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mountain: color('#5a5a5a'),
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mountain_shadow: color('#3c3c3c'),
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cloud0: color(200),
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cloud1: color(220),
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cloud2: color(255),
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coin_outer: color("#FDC334"),
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coin_middle: color("#ababab"),
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coin_inner: color("#FDC334"),
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heart_color: color("darkred"),
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enemy_head_color: color("red"),
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enemy_body_color: color("red"),
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coin_outer: color('#FDC334'),
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coin_middle: color('#ababab'),
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coin_inner: color('#FDC334'),
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heart_color: color('darkred'),
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enemy_head_color: color('red'),
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enemy_body_color: color('red'),
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};
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startGame((level_start = true));
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}
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@ -139,300 +431,7 @@ function startGame(level_start) {
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cell_size_h: 20,
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};
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if (level_start) {
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gameChar = {
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x: width / 2,
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y: floorPos_y + (height - floorPos_y) / 6,
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x_step: 5,
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y_step: 8,
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scale: 1,
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sprite: 1,
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speed: 5,
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baseLives: 3,
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curLives: 3,
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baseJumpingStrength: 16,
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curJumpingStrength: 0,
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isRight: false,
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isLeft: false,
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isFalling: false,
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isJumping: false,
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isPlummeting: false,
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curGroundIndex: 0,
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_updateSprite: function () {
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if (gameChar.isPlummeting) {
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gameChar.sprite = 2;
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} else if (gameChar.isFalling) {
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gameChar.sprite = 2;
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if (gameChar.isLeft && !gameChar.isRight)
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gameChar.sprite = 5;
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else if (gameChar.isRight && !gameChar.isLeft)
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gameChar.sprite = 6;
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} else {
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if (gameChar.isLeft && !gameChar.isRight)
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gameChar.sprite = 4;
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else if (gameChar.isRight && !gameChar.isLeft)
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gameChar.sprite = 3;
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else gameChar.sprite = 1;
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}
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},
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draw: function () {
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this._updateSprite();
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push();
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strokeWeight(1);
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stroke(1);
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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function _drawBody(jumping = false) {
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fill(palette.body_color);
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if (jumping) {
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triangle(
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gameChar.x - gameChar.x_step * 2,
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gameChar.y - gameChar.y_step * 1.5,
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gameChar.x,
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gameChar.y - gameChar.y_step * 4,
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gameChar.x + gameChar.x_step * 2,
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gameChar.y - gameChar.y_step * 1.5
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);
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} else {
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triangle(
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gameChar.x - gameChar.x_step * 2,
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gameChar.y,
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gameChar.x,
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gameChar.y - gameChar.y_step * 4,
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gameChar.x + gameChar.x_step * 2,
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gameChar.y
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);
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}
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}
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function _drawHead() {
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fill(palette.head_color);
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ellipse(
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gameChar.x,
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gameChar.y - gameChar.y_step * 5,
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gameChar.x_step * 6,
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gameChar.y_step * 4
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);
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}
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function _drawEyes(draw_left, draw_right, eyes_height) {
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fill(0);
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if (draw_left) {
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ellipse(
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gameChar.x - gameChar.x_step * 1.2,
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gameChar.y - gameChar.y_step * eyes_height,
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gameChar.x_step / 1.5,
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gameChar.y_step / 2
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);
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}
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if (draw_right) {
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ellipse(
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gameChar.x + gameChar.x_step * 1.2,
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gameChar.y - gameChar.y_step * eyes_height,
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gameChar.x_step / 1.5,
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gameChar.y_step / 2
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);
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}
|
||||
}
|
||||
// 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 --------------
|
||||
@ -660,12 +657,12 @@ function drawInterface() {
|
||||
push();
|
||||
fill(0);
|
||||
stroke(0);
|
||||
text("Score: " + game_score, 12, text_size);
|
||||
text('Score: ' + game_score, 12, text_size);
|
||||
drawLives();
|
||||
if (gameChar.curLives < 1)
|
||||
text("Game over. Press space to continue...", 0, height / 2);
|
||||
text('Game over. Press space to continue...', 0, height / 2);
|
||||
else if (flagpole.isReached)
|
||||
text("Level complete. Press space to continue...", 0, height / 2);
|
||||
text('Level complete. Press space to continue...', 0, height / 2);
|
||||
if (showDebugData) {
|
||||
text(gameChar.curGroundIndex, 99, 99);
|
||||
text(gameChar.getCurGroundY(), 188, 99);
|
||||
@ -706,7 +703,7 @@ function checkCollectable(t_collectable) {
|
||||
t_collectable.x,
|
||||
t_collectable.y,
|
||||
gameChar.x,
|
||||
gameChar.y - gameChar.x_step * 4
|
||||
gameChar.y - gameChar.x_step * 4,
|
||||
) <
|
||||
t_collectable.size / 2
|
||||
) {
|
||||
@ -724,14 +721,14 @@ function drawGround() {
|
||||
0,
|
||||
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
||||
width,
|
||||
floorPos_y + (2 * (height - floorPos_y)) / 6
|
||||
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
||||
);
|
||||
fill(palette.ground_colors[2]);
|
||||
rect(
|
||||
0,
|
||||
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
||||
width,
|
||||
floorPos_y + (4 * (height - floorPos_y)) / 6
|
||||
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
||||
);
|
||||
stroke(1);
|
||||
translate(-cameraPosX, 0);
|
||||
@ -740,13 +737,13 @@ function drawGround() {
|
||||
i,
|
||||
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
||||
i + 1,
|
||||
floorPos_y + (2 * (height - floorPos_y)) / 6
|
||||
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
||||
);
|
||||
line(
|
||||
i,
|
||||
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
||||
i + 1,
|
||||
floorPos_y + (4 * (height - floorPos_y)) / 6
|
||||
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
||||
);
|
||||
}
|
||||
pop();
|
||||
@ -760,7 +757,7 @@ function drawRiver(t_river) {
|
||||
if (frameCount % 2 == 0) {
|
||||
PointX = random(
|
||||
t_river.x - t_river.width / 2 + 5,
|
||||
t_river.x + t_river.width / 2 - 5
|
||||
t_river.x + t_river.width / 2 - 5,
|
||||
);
|
||||
PointY = random(floorPos_y, height);
|
||||
if (t_river.points.length > 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);
|
||||
@ -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;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user