bulk renamed canyon into river

This commit is contained in:
Mottributo 2023-03-25 22:46:39 +03:00
parent 6ff8a3fd1a
commit 37549d0de0

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@ -15,7 +15,7 @@ var trees_x = [];
var clouds = [];
var mountains = [];
var collectables = [];
var canyons = [];
var rivers = [];
var flagpole;
var text_size;
@ -31,9 +31,9 @@ function setup() {
ground_color0: color("#684622"),
ground_color1: color("#734E26"),
ground_color2: color("#7F562A"),
canyon_river_color: color("#56C525"),
canyon_river_wave_color: color("#4BAD21"),
canyon_color: color("#7B672A"),
river_river_color: color("#56C525"),
river_river_wave_color: color("#4BAD21"),
river_color: color("#7B672A"),
pine_leaves_color: color("#3F4834"),
maple_leaves_color: color("#4E3D1F"),
pine_stem: color("#644D0D"),
@ -286,9 +286,9 @@ function startGame(level_start) {
},
};
cameraPosX = gameChar.x;
// Creating trees, clouds, mountains, canyons, collectables.
// Creating trees, clouds, mountains, rivers, collectables.
{
// Creating trees, clouds, mountains, canyons, collectables, platforms, enemies.
// Creating trees, clouds, mountains, rivers, collectables, platforms, enemies.
for (i = 0; i < 150; i++) {
trees_x[i] = random(-100, 10000);
}
@ -324,15 +324,15 @@ function startGame(level_start) {
}
for (i = 0; i < 100; i++) {
if (i == 0) {
canyons[0] = {
rivers[0] = {
x: 700,
width: 50,
points: [],
};
} else {
if (canyons[i - 1].x + 600 > finish_position_x) break;
canyons[i] = {
x: canyons[i - 1].x + 300 + 200 * random(0.5, 1),
if (rivers[i - 1].x + 600 > finish_position_x) break;
rivers[i] = {
x: rivers[i - 1].x + 300 + 200 * random(0.5, 1),
width: 50 + 30 * random(),
points: [],
};
@ -364,13 +364,13 @@ function startGame(level_start) {
size: 75,
isFound: false,
};
// Checking whether the coin is over a canyon;
// Checking whether the coin is over a river;
// marking it as isFound (making it disabled) in case if.
for (k = 0; k < canyons.length; k++) {
for (k = 0; k < rivers.length; k++) {
if (
canyons[k].x - canyons[k].width / 2 <
rivers[k].x - rivers[k].width / 2 <
collectables[i].x &&
canyons[k].x + canyons[k].width / 2 >
rivers[k].x + rivers[k].width / 2 >
collectables[i].x
) {
collectables[i].isFound = true;
@ -413,10 +413,10 @@ function draw() {
// -------- MOUNTAINS -----------
drawMountains();
// -------- CANYONS -------------
for (i = 0; i < canyons.length; i++) {
canyon = canyons[i];
drawCanyon(canyon);
if (!gameChar.isFalling && !gameChar.isJumping) checkCanyon(canyon);
for (i = 0; i < rivers.length; i++) {
river = rivers[i];
drawRiver(river);
if (!gameChar.isFalling && !gameChar.isJumping) checkRiver(river);
}
// -------- TREES ---------------
drawTrees();
@ -499,10 +499,10 @@ function draw() {
}
pop();
}
function checkCanyon(t_canyon) {
function checkRiver(t_river) {
if (
gameChar.x > canyon.x - canyon.width / 2 &&
gameChar.x < canyon.x + canyon.width / 2
gameChar.x > river.x - river.width / 2 &&
gameChar.x < river.x + river.width / 2
) {
gameChar.isPlummeting = true;
}
@ -560,31 +560,31 @@ function drawGround() {
}
pop();
}
function drawCanyon(t_canyon) {
function drawRiver(t_river) {
push();
fill(palette.canyon_river_color);
rect(t_canyon.x - t_canyon.width / 2, floorPos_y, t_canyon.width, height);
fill(palette.river_river_color);
rect(t_river.x - t_river.width / 2, floorPos_y, t_river.width, height);
// Waves animation.
if (frameCount % 2 == 0) {
PointX = random(
t_canyon.x - t_canyon.width / 2 + 5,
t_canyon.x + t_canyon.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_canyon.points.length > 2) {
t_canyon.points.shift();
if (t_river.points.length > 2) {
t_river.points.shift();
}
t_canyon.points.push([PointX, PointY, random(20, 100)]);
t_river.points.push([PointX, PointY, random(20, 100)]);
}
stroke(palette.canyon_river_wave_color);
stroke(palette.river_river_wave_color);
strokeWeight(5);
for (k = 0; k < t_canyon.points.length; k++) {
for (k = 0; k < t_river.points.length; k++) {
line(
t_canyon.points[k][0],
t_canyon.points[k][1],
t_canyon.points[k][0],
t_canyon.points[k][1] + t_canyon.points[k][2]
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]
);
}