prettified
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8c6e520d31
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47
sketch.js
47
sketch.js
@ -96,7 +96,7 @@ function GameCharacter() {
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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 (game_state == "FAILURE") {
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if (game_state == 'FAILURE') {
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textAlign(CENTER);
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textSize(this.x_step * 2);
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text(
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@ -279,7 +279,7 @@ function GameCharacter() {
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gameChar.invincibility_time += 180;
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if (this.curLives == 0) {
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playSound(audio.failure_drum);
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game_state = "FAILURE";
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game_state = 'FAILURE';
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// recheck music to stop playing
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playMusic();
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}
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@ -295,7 +295,7 @@ function GameCharacter() {
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playSound(audio.failure_drum);
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} else {
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this.curLives = 0;
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game_state = "FAILURE";
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game_state = 'FAILURE';
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// recheck music to stop playing
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playMusic();
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}
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@ -497,7 +497,13 @@ function Enemy(curGroundIndex, x, y, size) {
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};
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this.collidesWith = function (who) {
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if (
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dist(who.x, who.y - 20 /*to account for gameChar's center*/, this.x, this.y) < this.size / 2 &&
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dist(
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who.x,
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who.y - 20 /*to account for gameChar's center*/,
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this.x,
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this.y,
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) <
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this.size / 2 &&
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who.curGroundIndex == this.curGroundIndex
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)
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return true;
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@ -520,8 +526,8 @@ function preload() {
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jump: loadSound('assets/audio/jump.wav'),
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stream_short: loadSound('assets/audio/stream-short.wav'),
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victory: loadSound('assets/audio/victory.wav'),
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music: loadSound('assets/audio/Floating Cities.mp3')
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}
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music: loadSound('assets/audio/Floating Cities.mp3'),
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};
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audio.music.playMode('untilDone');
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audio.stream_short.playMode('untilDone');
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}
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@ -554,7 +560,7 @@ function setup() {
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startGame((level_start = true));
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}
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function startGame(level_start) {
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game_state = "LEVEL";
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game_state = 'LEVEL';
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floorPos_y = 432;
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text_size = sqrt(width) + sqrt(height);
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if (music_enabled) playMusic();
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@ -831,19 +837,20 @@ function drawInterface() {
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push();
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fill(0);
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text('Score: ' + game_score, 12, text_size);
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textSize(text_size/2);
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if (music_enabled) phrase = "enabled"; else phrase = "disabled";
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text('Music - ' + phrase, 300, text_size/2);
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if (sound_enabled) phrase = "enabled"; else phrase = "disabled";
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textSize(text_size / 2);
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if (music_enabled) phrase = 'enabled';
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else phrase = 'disabled';
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text('Music - ' + phrase, 300, text_size / 2);
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if (sound_enabled) phrase = 'enabled';
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else phrase = 'disabled';
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text('Sound - ' + phrase, 300, text_size);
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textSize(text_size);
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stroke(255);
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strokeWeight(2);
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drawLives();
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if (game_state == "FAILURE") {
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if (game_state == 'FAILURE') {
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text('Game over. Press space to continue...', 0, height / 2);
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}
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else if (flagpole.isReached)
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} else if (flagpole.isReached)
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text('Level complete. Press space to continue...', 0, height / 2);
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if (showDebugData) {
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text(gameChar.curGroundIndex, 99, 99);
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@ -855,7 +862,6 @@ function drawInterface() {
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drawFps();
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}
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pop();
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}
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function drawCharTrace() {
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debug_charTrace.push([gameChar.x, gameChar.y]);
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@ -1192,7 +1198,7 @@ function checkFlagpole() {
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if (gameChar.x >= finish_position_x) {
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flagpole.isReached = true;
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playSound(audio.victory);
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game_state = "WIN";
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game_state = 'WIN';
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// Stops music by recheking the game state
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playMusic();
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}
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@ -1214,7 +1220,7 @@ function drawFps() {
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pop();
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}
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function keyPressed() {
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if (game_state == "FAILURE" || game_state == "WIN") {
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if (game_state == 'FAILURE' || game_state == 'WIN') {
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if (keyCode == 32 /*Space*/) {
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/*Hard resets the game*/
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startGame((level_start = true));
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@ -1241,7 +1247,10 @@ function keyPressed() {
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if (keyCode == 77 /*M*/) showDebugData = !showDebugData;
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if (keyCode == 78 /*N*/) shadows_enabled = !shadows_enabled;
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if (keyCode == 79 /*P*/) sound_enabled = !sound_enabled;
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if (keyCode == 80 /*O*/) {music_enabled = !music_enabled; playMusic()};
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if (keyCode == 80 /*O*/) {
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music_enabled = !music_enabled;
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playMusic();
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}
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}
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function keyReleased() {
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if (keyCode == 65 /*A*/ || keyCode == LEFT_ARROW) gameChar.isLeft = false;
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@ -1251,7 +1260,7 @@ function playSound(sound) {
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if (sound_enabled) sound.play();
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}
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function playMusic() {
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if (music_enabled && game_state == "LEVEL") {
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if (music_enabled && game_state == 'LEVEL') {
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audio.music.play();
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} else {
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audio.music.stop();
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