From 37549d0de0c83a2cdfd7bf2bb0434947e1d935a3 Mon Sep 17 00:00:00 2001 From: Mottributo <87079566+Mottributo@users.noreply.github.com> Date: Sat, 25 Mar 2023 22:46:39 +0300 Subject: [PATCH] bulk renamed canyon into river --- sketch.js | 70 +++++++++++++++++++++++++++---------------------------- 1 file changed, 35 insertions(+), 35 deletions(-) diff --git a/sketch.js b/sketch.js index d2257ea..41164fb 100644 --- a/sketch.js +++ b/sketch.js @@ -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] ); }