From 8c2fb3556936e59388347ee62cffcb48da8d0364 Mon Sep 17 00:00:00 2001 From: Mottributo <87079566+Mottributo@users.noreply.github.com> Date: Mon, 27 Mar 2023 00:11:03 +0300 Subject: [PATCH] formatting --- sketch.js | 204 +++++++++++++++++++++++++++++------------------------- 1 file changed, 108 insertions(+), 96 deletions(-) diff --git a/sketch.js b/sketch.js index edd5835..275c5c6 100644 --- a/sketch.js +++ b/sketch.js @@ -80,7 +80,7 @@ function GameCharacter() { this.y, ); } - } + }; this._drawHead = function () { fill(palette.ground_colors[this.curGroundIndex]); ellipse( @@ -89,34 +89,41 @@ function GameCharacter() { this.x_step * 6, this.y_step * 4, ); - } + }; this._drawEyes = function (draw_left, draw_right, eyes_height) { fill(0); if (this.curLives <= 0) { textAlign(CENTER); - textSize(this.x_step*2); - text("x", this.x - this.x_step * 1.2, this.y - this.y_step * eyes_height); - text("x", this.x + this.x_step * 1.2, this.y - this.y_step * eyes_height); - } - else { - if (draw_left) { - ellipse( + textSize(this.x_step * 2); + text( + 'x', this.x - this.x_step * 1.2, this.y - this.y_step * eyes_height, - this.x_step / 1.5, - this.y_step / 2, ); - } - if (draw_right) { - ellipse( + text( + 'x', this.x + this.x_step * 1.2, this.y - this.y_step * eyes_height, - this.x_step / 1.5, - this.y_step / 2, ); + } else { + if (draw_left) { + ellipse( + this.x - this.x_step * 1.2, + this.y - this.y_step * eyes_height, + this.x_step / 1.5, + this.y_step / 2, + ); + } + if (draw_right) { + ellipse( + this.x + this.x_step * 1.2, + this.y - this.y_step * eyes_height, + this.x_step / 1.5, + this.y_step / 2, + ); + } } - } - } + }; this._updateSprite(); push(); strokeWeight(1); @@ -173,7 +180,7 @@ function GameCharacter() { // Walking left else if (this.sprite == 4) { // Body - this. _drawBody(); + this._drawBody(); // Hand. (Hand!) line( this.x, @@ -235,10 +242,15 @@ function GameCharacter() { noLoop(); } // Drawing an aura of invincibility - if (this.invincibility_time > 0 && floor(frameCount/10)%2==0) { + if (this.invincibility_time > 0 && floor(frameCount / 10) % 2 == 0) { fill('rgba(255,255,255,0.2)'); noStroke(); - ellipse(this.x, this.y - this.y_step*3, this.x_step*9, this.y_step*9); + ellipse( + this.x, + this.y - this.y_step * 3, + this.x_step * 9, + this.y_step * 9, + ); } this.x_step /= this.scale; this.y_step /= this.scale; @@ -250,23 +262,17 @@ function GameCharacter() { this.x_step *= this.scale; this.y_step *= this.scale; fill('rgba(0,0,0,0.2)'); - if (!this.isPlumetting) - shadow_y = groundPositions[this.curGroundIndex]; + if (!this.isPlumetting) shadow_y = groundPositions[this.curGroundIndex]; else shadow_y = NaN; - ellipse( - this.x, - shadow_y, - this.x_step * 5, - this.y_step * 1.5, - ); + ellipse(this.x, shadow_y, this.x_step * 5, this.y_step * 1.5); this.x_step /= this.scale; this.y_step /= this.scale; pop(); }; this.takeLife = function () { gameChar.curLives--; - gameChar.invincibility_time+=180; - } + gameChar.invincibility_time += 180; + }; this._checkPlayerDie = function () { if (frameCount - death_timer > 60) { if (this.curLives > 1) { @@ -281,7 +287,7 @@ function GameCharacter() { } }; this.act = function () { - this.invincibility_time = max(0, this.invincibility_time-1); + this.invincibility_time = max(0, this.invincibility_time - 1); if (!this.isPlummeting) { if (this.isLeft && !this.isRight) { this.x -= this.speed; @@ -302,11 +308,14 @@ function GameCharacter() { for (i = 0; i < platforms[this.curGroundIndex].length; i++) { // If a character is falling above some platform, memorize it if (platforms[this.curGroundIndex][i].isAbove(this)) { - this.memorizedPlatform = platforms[this.curGroundIndex][i]; - } + this.memorizedPlatform = + platforms[this.curGroundIndex][i]; + } // If a character is below a memorized platform, make them stand on that platform - if (typeof this.memorizedPlatform !== 'undefined' && - this.memorizedPlatform.isBelow(this)) { + if ( + typeof this.memorizedPlatform !== 'undefined' && + this.memorizedPlatform.isBelow(this) + ) { this.y = this.memorizedPlatform.y; this.isFalling = false; this.curJumpingStrength = 0; @@ -324,13 +333,14 @@ function GameCharacter() { // Not plummeting, standing or falling means being on a platform. // Perform checks whether the player is still on the same platform, // and fall them in case they aren't. - if (!this.memorizedPlatform._isWithinX(this) - || - this.curGroundIndex != this.memorizedPlatform.curGroundIndex) { - this.isFalling = true; - this.isOnPlatform = false; - this.memorizedPlatform = undefined; - } + if ( + !this.memorizedPlatform._isWithinX(this) || + this.curGroundIndex != this.memorizedPlatform.curGroundIndex + ) { + this.isFalling = true; + this.isOnPlatform = false; + this.memorizedPlatform = undefined; + } } } this._checkPlayerDie(); @@ -364,10 +374,9 @@ function GameCharacter() { this.scale += 0.1; } }; - } -// NB: All the platforms and enemies mechanics were done -// before the task was seen on Week 20. +// NB: All the platforms and enemies mechanics were done +// before the task was seen on Week 20. // Therefore, the implementation may // differ from one in the lecture. function Platform(curGroundIndex, x, width, y) { @@ -387,12 +396,7 @@ function Platform(curGroundIndex, x, width, y) { stroke(0); strokeWeight(2); fill(palette.ground_colors[curGroundIndex]); - rect( - this.x - this.width, - this.y, - width * 2, - height / 100, - ); + rect(this.x - this.width, this.y, width * 2, height / 100); pop(); }; this.drawShadow = function () { @@ -438,33 +442,47 @@ function Enemy(curGroundIndex, x, y, size) { this.curGroundIndex = curGroundIndex; this.draw = function () { push(); - fill(lerpColor(palette.enemy_head_color, palette.ground_colors[this.curGroundIndex], 0.7)); + fill( + lerpColor( + palette.enemy_head_color, + palette.ground_colors[this.curGroundIndex], + 0.7, + ), + ); ellipse(this.x, this.y, this.size); - fill(255,0,0); - ellipse(this.x - this.size/2, this.y, this.size/8, this.size/4); - ellipse(this.x + this.size/2, this.y, this.size/8, this.size/4); - textSize(this.size/1.5); + fill(255, 0, 0); + ellipse(this.x - this.size / 2, this.y, this.size / 8, this.size / 4); + ellipse(this.x + this.size / 2, this.y, this.size / 8, this.size / 4); + textSize(this.size / 1.5); textAlign(CENTER); fill(palette.enemy_body_color); - text(this.curGroundIndex, this.x, this.y+this.size/4); + text(this.curGroundIndex, this.x, this.y + this.size / 4); pop(); - } + }; this.drawShadow = function () { push(); fill('rgba(0,0,0,0.2)'); noStroke(); - ellipse(this.x, groundPositions[this.curGroundIndex], this.size/2, this.size/4); + ellipse( + this.x, + groundPositions[this.curGroundIndex], + this.size / 2, + this.size / 4, + ); pop(); - } + }; this.collidesWith = function (who) { - if (dist(who.x, who.y, this.x, this.y) < this.size/2 && - who.curGroundIndex == this.curGroundIndex) return true; - return false; - } + if ( + dist(who.x, who.y, this.x, this.y) < this.size / 2 && + who.curGroundIndex == this.curGroundIndex + ) + return true; + return false; + }; this.updatePosition = function () { - this.x = this.x + sin(frameCount/random(20,50)*random(0.5, 10)); - this.y = this.y + cos(frameCount/random(10,20)*random(0.5, 10)); - } + this.x = this.x + sin((frameCount / random(20, 50)) * random(0.5, 10)); + this.y = this.y + cos((frameCount / random(10, 20)) * random(0.5, 10)); + }; } var text_size; @@ -495,7 +513,7 @@ function setup() { coin_inner: color('#FDC334'), heart_color: color('darkred'), enemy_head_color: color('rgba(0,0,0,0.5)'), - enemy_body_color: color('rgba(255,255,255,0.3)') + enemy_body_color: color('rgba(255,255,255,0.3)'), }; startGame((level_start = true)); } @@ -562,10 +580,7 @@ function generateObjects() { skew: random(-20, 20), }; // To prevent spiky mountains which are quite ugly - mountains[i].height = max( - mountains[i].width, - mountains[i].height, - ); + mountains[i].height = max(mountains[i].width, mountains[i].height); } // Start mountains. for (i = 0; i < 6; i++) { @@ -599,9 +614,7 @@ function generateObjects() { collectables[0] = { x: 600, curGroundIndex: 0, - y: - groundPositions[0] - - 10 /*taking 10 for better visuals*/, + y: groundPositions[0] - 10 /*taking 10 for better visuals*/, size: 75, isFound: false, }; @@ -614,9 +627,7 @@ function generateObjects() { collectables[i] = { x: collectables[i - 1].x + 50 + 100 * random(0.5, 1), curGroundIndex: r, - y: - groundPositions[r] - - 10 /*taking 10 for better visuals*/, + y: groundPositions[r] - 10 /*taking 10 for better visuals*/, size: 75, isFound: false, }; @@ -624,10 +635,8 @@ function generateObjects() { // marking it as isFound (making it disabled) in case if. for (k = 0; k < rivers.length; k++) { if ( - rivers[k].x - rivers[k].width / 2 < - collectables[i].x && - rivers[k].x + rivers[k].width / 2 > - collectables[i].x + rivers[k].x - rivers[k].width / 2 < collectables[i].x && + rivers[k].x + rivers[k].width / 2 > collectables[i].x ) { collectables[i].isFound = true; } @@ -660,9 +669,7 @@ function generateObjects() { groundPositions[2] - Platform.max_y_deviation, ); } else { - let groundPosIndex = floor( - random(0, groundPositions.length), - ); + let groundPosIndex = floor(random(0, groundPositions.length)); // array.slice(-1)[0] gets the last element of an array without removing it, // contrary to array.pop(). prev = platforms[groundPosIndex].slice(-1)[0]; @@ -677,7 +684,7 @@ function generateObjects() { max( random( prev.y - prev.max_y_deviation, - floorPos_y - prev.max_y_deviation/2, + floorPos_y - prev.max_y_deviation / 2, ), height / 8, ), @@ -687,18 +694,18 @@ function generateObjects() { } // Enemies enemies = []; - for (i = 0; i < floor(finish_position_x/130); i++) { - index = floor(random(0, groundPositions.length)) + for (i = 0; i < floor(finish_position_x / 130); i++) { + index = floor(random(0, groundPositions.length)); enemies.push( new Enemy( index, random(500, finish_position_x), groundPositions[index] - random(50, floorPos_y), - random(40, 60) - ) - ) + random(40, 60), + ), + ); } -} +} function draw() { // -------- SKY ---------------- background(palette.sky_color); @@ -749,11 +756,14 @@ function draw() { // GAMECHAR & PLATFORMS RENDER -- complexDraw(); // -------- ENEMIES ------------- - for (i=0; i