Added debug features, an FPS ledger
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parent
91c2069bad
commit
4aa0718158
31
sketch.js
31
sketch.js
@ -1,6 +1,8 @@
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var floorPos_y;
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var floorPos_y;
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var cameraPosX;
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var cameraPosX;
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var processStop_timer;
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var processStop_timer;
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var fps_recent_values = [];
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var showDebugData = false;
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var gameChar;
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var gameChar;
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@ -288,9 +290,12 @@ function draw() {
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text("Game over. Press space to continue...", 0, height / 2);
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text("Game over. Press space to continue...", 0, height / 2);
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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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text("Level complete. Press space to continue...", 0, height / 2);
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if (showDebugData) {
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text(gameChar.curGroundPosYIndex, 99, 99);
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text(gameChar.curGroundPosYIndex, 99, 99);
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text(gameChar.getCurGroundPosY(), 188, 99);
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text(gameChar.getCurGroundPosY(), 188, 99);
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text(gameChar.sprite, 277, 99);
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text(gameChar.sprite, 277, 99);
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drawFps();
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}
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pop();
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pop();
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}
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}
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@ -579,8 +584,8 @@ function drawClouds() {
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push();
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push();
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translate((frameCount / clouds[i].y) * 20, 0); // imitating clouds movement, upper ones should go faster
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translate((frameCount / clouds[i].y) * 20, 0); // imitating clouds movement, upper ones should go faster
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// Adding counter-translating to implement parallax, the feeling of depth
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// Adding counter-translating to implement parallax, the feeling of depth
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// TODO: fix jitter during movement (possibly by implementing vectorized movement)
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translate(cameraPosX / 1.1, 0);
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translate(cameraPosX / 1.1, 0);
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noStroke();
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noStroke();
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fill(palette.cloud0);
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fill(palette.cloud0);
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ellipse(
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ellipse(
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@ -616,7 +621,7 @@ function drawMountains() {
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for (i = 0; i < mountains.length; i++) {
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for (i = 0; i < mountains.length; i++) {
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push();
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push();
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// slowing down translation to add parallax, the feeling of depth
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// slowing down translation to add parallax, the feeling of depth
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translate(cameraPosX / 2.2, 0);
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translate(cameraPosX / 2, 0);
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noStroke();
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noStroke();
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fill(palette.mountain_shadow);
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fill(palette.mountain_shadow);
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triangle(
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triangle(
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@ -778,7 +783,24 @@ function checkPlayerDie() {
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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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function drawFps() {
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push();
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fps = Math.round(frameRate() * 10) / 10;
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if (fps_recent_values.length < 200) fps_recent_values.push(fps);
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else fps_recent_values.shift();
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fps_recent_values.push(fps);
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fill("red");
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text(fps, 400, 99);
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stroke("black");
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beginShape(LINES);
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for (i = 1; i < fps_recent_values.length; i++) {
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vertex(i, fps_recent_values[i]);
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}
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endShape();
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pop();
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}
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function keyPressed() {
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function keyPressed() {
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console.log(frameCount + " pressed " + key + " " + keyCode);
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console.log(frameCount + " pressed " + key + " " + keyCode);
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if (gameChar.curLives < 1 || flagpole.isReached) {
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if (gameChar.curLives < 1 || flagpole.isReached) {
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@ -801,9 +823,10 @@ function keyPressed() {
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gameChar.jumpingStrength = 15;
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gameChar.jumpingStrength = 15;
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}
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}
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}
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}
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if (keyCode == 77 /*M*/) showDebugData = !showDebugData;
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}
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}
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function keyReleased() {
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function keyReleased() {
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console.log(frameCount + " released " + key + " " + keyCode);
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console.log(frameCount + " released " + key + " " + keyCode);
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if (keyCode == 65 /*A*/) gameChar.isLeft = false;
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if (keyCode == 65 /*A*/) gameChar.isLeft = false;
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if (keyCode == 68 /*D*/) gameChar.isRight = false;
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if (keyCode == 68 /*D*/) gameChar.isRight = false;
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}
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}
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