Refactoring, implemented enemies
This commit is contained in:
parent
2f832bd2e6
commit
2daca56a91
127
sketch.js
127
sketch.js
@ -6,7 +6,7 @@ var fps_recent_values = [];
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var death_timer;
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var death_timer;
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var showDebugData = false;
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var showDebugData = false;
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var debug_charTrace = [];
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var debug_charTrace = [];
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var shadows_enabled = false;
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var shadows_enabled = true;
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var gameChar;
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var gameChar;
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@ -43,6 +43,7 @@ function GameCharacter() {
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this.isOnPlatform = false;
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this.isOnPlatform = false;
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this.curGroundIndex = 0;
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this.curGroundIndex = 0;
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this.memorizedPlatform;
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this.memorizedPlatform;
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this.invincibility_time = 0;
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this._updateSprite = function () {
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this._updateSprite = function () {
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if (this.isPlummeting) {
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if (this.isPlummeting) {
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@ -114,7 +115,6 @@ function GameCharacter() {
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stroke(1);
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stroke(1);
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this.x_step *= this.scale;
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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this.y_step *= this.scale;
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// Standing, facing frontwards
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// Standing, facing frontwards
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if (this.sprite == 1) {
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if (this.sprite == 1) {
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// Body
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// Body
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@ -226,6 +226,12 @@ function GameCharacter() {
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console.error('Bad this sprite number: ' + this.sprite);
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console.error('Bad this sprite number: ' + this.sprite);
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noLoop();
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noLoop();
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}
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}
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// Drawing an aura of invincibility
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if (this.invincibility_time > 0 && floor(frameCount/10)%2==0) {
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fill('rgba(255,255,255,0.2)');
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noStroke();
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ellipse(this.x, this.y - this.y_step*3, this.x_step*9, this.y_step*9);
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}
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this.x_step /= this.scale;
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this.x_step /= this.scale;
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this.y_step /= this.scale;
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this.y_step /= this.scale;
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pop();
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pop();
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@ -249,6 +255,10 @@ function GameCharacter() {
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this.y_step /= this.scale;
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this.y_step /= this.scale;
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pop();
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pop();
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};
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};
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this.takeLife = function () {
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gameChar.curLives--;
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gameChar.invincibility_time+=180;
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}
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this._checkPlayerDie = function () {
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this._checkPlayerDie = function () {
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if (frameCount - death_timer > 60) {
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if (frameCount - death_timer > 60) {
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if (this.curLives > 1) {
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if (this.curLives > 1) {
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@ -263,6 +273,7 @@ function GameCharacter() {
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}
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}
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};
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};
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this.act = function () {
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this.act = function () {
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this.invincibility_time = max(0, this.invincibility_time-1);
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if (!this.isPlummeting) {
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if (!this.isPlummeting) {
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if (this.isLeft && !this.isRight) {
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if (this.isLeft && !this.isRight) {
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this.x -= this.speed;
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this.x -= this.speed;
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@ -323,7 +334,6 @@ function GameCharacter() {
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this.y += 3;
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this.y += 3;
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}
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}
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};
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};
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this.getCurGroundY = function () {
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this.getCurGroundY = function () {
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return groundPositions[this.curGroundIndex];
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return groundPositions[this.curGroundIndex];
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};
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};
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@ -346,8 +356,9 @@ function GameCharacter() {
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this.scale += 0.1;
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this.scale += 0.1;
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}
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}
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};
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};
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}
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}
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// NB: All the platforms mechanics were done
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// NB: All the platforms and enemies mechanics were done
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// before the task was seen on Week 20.
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// before the task was seen on Week 20.
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// Therefore, the implementation may
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// Therefore, the implementation may
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// differ from one in the lecture.
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// differ from one in the lecture.
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@ -380,7 +391,7 @@ function Platform(curGroundIndex, x, width, y) {
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push();
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push();
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// drawing shadow on the ground
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// drawing shadow on the ground
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noStroke();
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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, 0.08)');
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rect(
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rect(
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this.x - this.width,
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this.x - this.width,
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groundPositions[curGroundIndex],
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groundPositions[curGroundIndex],
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@ -412,6 +423,41 @@ function Platform(curGroundIndex, x, width, y) {
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return false;
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return false;
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};
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};
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}
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}
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function Enemy(curGroundIndex, x, y, size) {
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this.x = x;
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this.y = y;
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this.size = size;
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this.curGroundIndex = curGroundIndex;
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this.draw = function () {
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push();
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fill(lerpColor(palette.enemy_head_color, palette.ground_colors[this.curGroundIndex], 0.7));
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ellipse(this.x, this.y, this.size);
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fill(255,0,0);
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ellipse(this.x - this.size/2, this.y, this.size/8, this.size/4);
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ellipse(this.x + this.size/2, this.y, this.size/8, this.size/4);
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textSize(this.size/1.5);
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textAlign(CENTER);
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fill(palette.enemy_body_color);
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text(this.curGroundIndex, this.x, this.y+this.size/4);
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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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fill('rgba(0,0,0,0.2)');
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noStroke();
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ellipse(this.x, groundPositions[this.curGroundIndex], this.size/2, this.size/4);
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pop();
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}
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this.collidesWith = function (who) {
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if (dist(who.x, who.y, this.x, this.y) < this.size/2 &&
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who.curGroundIndex == this.curGroundIndex) return true;
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return false;
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}
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this.updatePosition = function () {
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this.x = this.x + sin(frameCount/random(20,50)*random(0.5, 10));
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this.y = this.y + cos(frameCount/random(10,20)*random(0.5, 10));
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}
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}
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var text_size;
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var text_size;
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// Variables to set colors. Set in setup()
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// Variables to set colors. Set in setup()
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@ -440,8 +486,8 @@ function setup() {
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coin_middle: color('#ababab'),
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coin_middle: color('#ababab'),
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coin_inner: color('#FDC334'),
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coin_inner: color('#FDC334'),
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heart_color: color('darkred'),
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heart_color: color('darkred'),
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enemy_head_color: color('red'),
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enemy_head_color: color('rgba(0,0,0,0.5)'),
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enemy_body_color: color('red'),
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enemy_body_color: color('rgba(255,255,255,0.3)')
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};
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};
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startGame((level_start = true));
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startGame((level_start = true));
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}
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}
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@ -457,7 +503,7 @@ function startGame(level_start) {
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camera_speed = 0.9;
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camera_speed = 0.9;
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gravity = 1;
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gravity = 1;
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game_score = 0;
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game_score = 0;
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finish_position_x = 2000;
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finish_position_x = 6000;
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textSize(width / 20);
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textSize(width / 20);
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flagpole = {
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flagpole = {
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x: finish_position_x,
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x: finish_position_x,
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@ -471,12 +517,27 @@ function startGame(level_start) {
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if (level_start) {
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if (level_start) {
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gameChar = new GameCharacter();
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gameChar = new GameCharacter();
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cameraPosX = gameChar.x - width / 2;
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cameraPosX = gameChar.x - width / 2;
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// Creating trees, clouds, mountains, rivers, collectables.
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generateObjects();
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{
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} else {
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gameChar.x = width / 2;
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gameChar.y = floorPos_y + (height - floorPos_y) / 6;
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gameChar.scale = 1;
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gameChar.curGroundIndex = 0;
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gameChar.isPlummeting = false;
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gameChar.isFalling = false;
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gameChar.isJumping = false;
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gameChar.isLeft = false;
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gameChar.isRight = false;
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gameChar.isOnPlatform = false;
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}
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}
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function generateObjects() {
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// Creating trees, clouds, mountains, rivers, collectables, platforms, enemies.
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// Creating trees, clouds, mountains, rivers, collectables, platforms, enemies.
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// Trees coords
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for (i = 0; i < 150; i++) {
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for (i = 0; i < 150; i++) {
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trees_x[i] = random(-100, 10000);
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trees_x[i] = random(-100, 10000);
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}
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}
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// Clouds
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for (i = 0; i < 100; i++) {
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for (i = 0; i < 100; i++) {
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clouds[i] = {
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clouds[i] = {
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x: random(-100, 10000),
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x: random(-100, 10000),
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@ -507,6 +568,7 @@ function startGame(level_start) {
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skew: (random(-10, 20) * i) / 2,
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skew: (random(-10, 20) * i) / 2,
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};
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};
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}
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}
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// Rivers
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for (i = 0; i < 100; i++) {
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for (i = 0; i < 100; i++) {
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if (i == 0) {
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if (i == 0) {
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rivers[0] = {
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rivers[0] = {
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@ -517,12 +579,13 @@ function startGame(level_start) {
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} else {
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} else {
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if (rivers[i - 1].x + 600 > finish_position_x) break;
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if (rivers[i - 1].x + 600 > finish_position_x) break;
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rivers[i] = {
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rivers[i] = {
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x: rivers[i - 1].x + 300 + 200 * random(0.5, 1),
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x: rivers[i - 1].x + 100 + 200 * random(0.5, 1),
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width: 50 + 30 * random(),
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width: 50 + 30 * random(),
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points: [],
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points: [],
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};
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};
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}
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}
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}
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}
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// Collectables
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for (i = 0; i < 100; i++) {
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for (i = 0; i < 100; i++) {
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if (i == 0) {
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if (i == 0) {
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collectables[0] = {
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collectables[0] = {
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@ -563,9 +626,11 @@ function startGame(level_start) {
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}
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}
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}
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}
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}
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}
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// Platform rows
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for (i = 0; i < groundPositions.length; i++) {
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for (i = 0; i < groundPositions.length; i++) {
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platforms[i] = [];
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platforms[i] = [];
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}
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}
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// Platforms
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for (i = 0; i < 100; i++) {
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for (i = 0; i < 100; i++) {
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if (i == 0) {
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if (i == 0) {
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platforms[0][0] = new Platform(
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platforms[0][0] = new Platform(
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@ -595,6 +660,7 @@ function startGame(level_start) {
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prev = platforms[groundPosIndex].slice(-1)[0];
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prev = platforms[groundPosIndex].slice(-1)[0];
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// stopping generation after the flagpole
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// stopping generation after the flagpole
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if (prev.x + prev.width + 155 > finish_position_x) break;
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if (prev.x + prev.width + 155 > finish_position_x) break;
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// adding platforms
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platforms[groundPosIndex].push(
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platforms[groundPosIndex].push(
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new Platform(
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new Platform(
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groundPosIndex,
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groundPosIndex,
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@ -611,18 +677,18 @@ function startGame(level_start) {
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);
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);
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}
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}
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}
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}
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}
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// Enemies
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} else {
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enemies = [];
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gameChar.x = width / 2;
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for (i = 0; i < floor(finish_position_x/130); i++) {
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gameChar.y = floorPos_y + (height - floorPos_y) / 6;
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index = floor(random(0, groundPositions.length))
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gameChar.scale = 1;
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enemies.push(
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gameChar.curGroundIndex = 0;
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new Enemy(
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gameChar.isPlummeting = false;
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index,
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gameChar.isFalling = false;
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random(500, finish_position_x),
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gameChar.isJumping = false;
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groundPositions[index] - random(50, floorPos_y),
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gameChar.isLeft = false;
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random(40, 60)
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gameChar.isRight = false;
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)
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gameChar.isOnPlatform = false;
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)
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}
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}
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}
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}
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function draw() {
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function draw() {
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@ -672,8 +738,17 @@ function draw() {
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// -------- FLAGPOLE ------------
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// -------- FLAGPOLE ------------
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renderFlagpole();
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renderFlagpole();
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if (!flagpole.isReached) checkFlagpole();
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if (!flagpole.isReached) checkFlagpole();
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// GAMECHAR, PLATFORMS & ENEMIES RENDER
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// GAMECHAR & PLATFORMS RENDER --
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complexDraw();
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complexDraw();
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// -------- ENEMIES -------------
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for (i=0; i<enemies.length; i++) {
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enemies[i].updatePosition();
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enemies[i].draw();
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if (shadows_enabled) enemies[i].drawShadow();
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if (enemies[i].collidesWith(gameChar) && gameChar.invincibility_time <= 0) {
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gameChar.takeLife();
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}
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}
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// - ------ GAME CHARACTER ------
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// - ------ GAME CHARACTER ------
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gameChar.act();
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gameChar.act();
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pop(); // Scrolling end
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pop(); // Scrolling end
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@ -681,12 +756,12 @@ function draw() {
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drawInterface();
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drawInterface();
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}
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}
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function complexDraw() {
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function complexDraw() {
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// Since platforms require being drawn in three different ordrs relative to enemies and the game character,
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// Since platforms require being drawn in three different ordrs relative to the game character,
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// a function is made to handle this and to decrease clutter.
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// a function is made to handle this and to decrease clutter.
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for (i = 0; i <= gameChar.curGroundIndex; i++) {
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for (i = 0; i <= gameChar.curGroundIndex; i++) {
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drawPlatforms(i);
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drawPlatforms(i);
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}
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}
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if (shadows_enabled) gameChar.drawShadow();
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if (shadows_enabled) {gameChar.drawShadow();}
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gameChar.draw();
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gameChar.draw();
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for (i = gameChar.curGroundIndex + 1; i < groundPositions.length; i++) {
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for (i = gameChar.curGroundIndex + 1; i < groundPositions.length; i++) {
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drawPlatforms(i);
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drawPlatforms(i);
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