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c448e28223
commit
8c2fb35569
204
sketch.js
204
sketch.js
@ -80,7 +80,7 @@ function GameCharacter() {
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this.y,
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);
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}
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}
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};
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this._drawHead = function () {
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fill(palette.ground_colors[this.curGroundIndex]);
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ellipse(
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@ -89,34 +89,41 @@ function GameCharacter() {
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this.x_step * 6,
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this.y_step * 4,
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);
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}
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};
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this._drawEyes = function (draw_left, draw_right, eyes_height) {
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fill(0);
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if (this.curLives <= 0) {
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textAlign(CENTER);
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textSize(this.x_step*2);
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text("x", this.x - this.x_step * 1.2, this.y - this.y_step * eyes_height);
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text("x", this.x + this.x_step * 1.2, this.y - this.y_step * eyes_height);
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}
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else {
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if (draw_left) {
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ellipse(
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textSize(this.x_step * 2);
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text(
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'x',
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this.x - this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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);
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}
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if (draw_right) {
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ellipse(
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text(
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'x',
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this.x + this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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);
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} else {
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if (draw_left) {
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ellipse(
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this.x - this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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);
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}
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if (draw_right) {
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ellipse(
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this.x + this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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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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this._updateSprite();
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push();
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strokeWeight(1);
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@ -173,7 +180,7 @@ function GameCharacter() {
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// Walking left
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else if (this.sprite == 4) {
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// Body
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this. _drawBody();
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this._drawBody();
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// Hand. (Hand!)
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line(
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this.x,
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@ -235,10 +242,15 @@ function GameCharacter() {
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noLoop();
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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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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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ellipse(
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this.x,
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this.y - this.y_step * 3,
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this.x_step * 9,
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this.y_step * 9,
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);
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}
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this.x_step /= this.scale;
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this.y_step /= this.scale;
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@ -250,23 +262,17 @@ function GameCharacter() {
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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fill('rgba(0,0,0,0.2)');
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if (!this.isPlumetting)
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shadow_y = groundPositions[this.curGroundIndex];
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if (!this.isPlumetting) shadow_y = groundPositions[this.curGroundIndex];
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else shadow_y = NaN;
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ellipse(
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this.x,
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shadow_y,
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this.x_step * 5,
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this.y_step * 1.5,
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);
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ellipse(this.x, shadow_y, this.x_step * 5, this.y_step * 1.5);
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this.x_step /= this.scale;
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this.y_step /= this.scale;
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pop();
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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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gameChar.invincibility_time += 180;
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};
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this._checkPlayerDie = function () {
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if (frameCount - death_timer > 60) {
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if (this.curLives > 1) {
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@ -281,7 +287,7 @@ function GameCharacter() {
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}
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};
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this.act = function () {
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this.invincibility_time = max(0, this.invincibility_time-1);
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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.isLeft && !this.isRight) {
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this.x -= this.speed;
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@ -302,11 +308,14 @@ function GameCharacter() {
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for (i = 0; i < platforms[this.curGroundIndex].length; i++) {
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// If a character is falling above some platform, memorize it
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if (platforms[this.curGroundIndex][i].isAbove(this)) {
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this.memorizedPlatform = platforms[this.curGroundIndex][i];
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}
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this.memorizedPlatform =
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platforms[this.curGroundIndex][i];
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}
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// If a character is below a memorized platform, make them stand on that platform
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if (typeof this.memorizedPlatform !== 'undefined' &&
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this.memorizedPlatform.isBelow(this)) {
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if (
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typeof this.memorizedPlatform !== 'undefined' &&
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this.memorizedPlatform.isBelow(this)
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) {
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this.y = this.memorizedPlatform.y;
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this.isFalling = false;
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this.curJumpingStrength = 0;
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@ -324,13 +333,14 @@ function GameCharacter() {
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// Not plummeting, standing or falling means being on a platform.
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// Perform checks whether the player is still on the same platform,
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// and fall them in case they aren't.
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if (!this.memorizedPlatform._isWithinX(this)
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||
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this.curGroundIndex != this.memorizedPlatform.curGroundIndex) {
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this.isFalling = true;
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this.isOnPlatform = false;
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this.memorizedPlatform = undefined;
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}
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if (
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!this.memorizedPlatform._isWithinX(this) ||
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this.curGroundIndex != this.memorizedPlatform.curGroundIndex
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) {
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this.isFalling = true;
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this.isOnPlatform = false;
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this.memorizedPlatform = undefined;
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}
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}
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}
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this._checkPlayerDie();
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@ -364,10 +374,9 @@ function GameCharacter() {
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this.scale += 0.1;
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}
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};
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}
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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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// 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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// Therefore, the implementation may
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// differ from one in the lecture.
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function Platform(curGroundIndex, x, width, y) {
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@ -387,12 +396,7 @@ function Platform(curGroundIndex, x, width, y) {
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stroke(0);
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strokeWeight(2);
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fill(palette.ground_colors[curGroundIndex]);
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rect(
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this.x - this.width,
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this.y,
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width * 2,
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height / 100,
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);
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rect(this.x - this.width, this.y, width * 2, height / 100);
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pop();
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};
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this.drawShadow = function () {
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@ -438,33 +442,47 @@ function Enemy(curGroundIndex, x, y, 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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fill(
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lerpColor(
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palette.enemy_head_color,
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palette.ground_colors[this.curGroundIndex],
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0.7,
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),
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);
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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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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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text(this.curGroundIndex, this.x, this.y + this.size / 4);
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pop();
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}
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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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ellipse(
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this.x,
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groundPositions[this.curGroundIndex],
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this.size / 2,
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this.size / 4,
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);
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pop();
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}
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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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if (
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dist(who.x, who.y, this.x, this.y) < this.size / 2 &&
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who.curGroundIndex == this.curGroundIndex
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)
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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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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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@ -495,7 +513,7 @@ function setup() {
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coin_inner: color('#FDC334'),
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heart_color: color('darkred'),
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enemy_head_color: color('rgba(0,0,0,0.5)'),
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enemy_body_color: color('rgba(255,255,255,0.3)')
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enemy_body_color: color('rgba(255,255,255,0.3)'),
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};
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startGame((level_start = true));
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}
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@ -562,10 +580,7 @@ function generateObjects() {
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skew: random(-20, 20),
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};
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// To prevent spiky mountains which are quite ugly
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mountains[i].height = max(
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mountains[i].width,
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mountains[i].height,
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);
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mountains[i].height = max(mountains[i].width, mountains[i].height);
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}
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// Start mountains.
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for (i = 0; i < 6; i++) {
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@ -599,9 +614,7 @@ function generateObjects() {
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collectables[0] = {
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x: 600,
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curGroundIndex: 0,
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y:
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groundPositions[0] -
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10 /*taking 10 for better visuals*/,
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y: groundPositions[0] - 10 /*taking 10 for better visuals*/,
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size: 75,
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isFound: false,
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};
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@ -614,9 +627,7 @@ function generateObjects() {
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collectables[i] = {
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x: collectables[i - 1].x + 50 + 100 * random(0.5, 1),
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curGroundIndex: r,
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y:
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groundPositions[r] -
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10 /*taking 10 for better visuals*/,
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y: groundPositions[r] - 10 /*taking 10 for better visuals*/,
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size: 75,
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isFound: false,
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};
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@ -624,10 +635,8 @@ function generateObjects() {
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// marking it as isFound (making it disabled) in case if.
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for (k = 0; k < rivers.length; k++) {
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if (
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rivers[k].x - rivers[k].width / 2 <
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collectables[i].x &&
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rivers[k].x + rivers[k].width / 2 >
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collectables[i].x
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rivers[k].x - rivers[k].width / 2 < collectables[i].x &&
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rivers[k].x + rivers[k].width / 2 > collectables[i].x
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) {
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collectables[i].isFound = true;
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}
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@ -660,9 +669,7 @@ function generateObjects() {
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groundPositions[2] - Platform.max_y_deviation,
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);
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} else {
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let groundPosIndex = floor(
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random(0, groundPositions.length),
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);
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let groundPosIndex = floor(random(0, groundPositions.length));
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// array.slice(-1)[0] gets the last element of an array without removing it,
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// contrary to array.pop().
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prev = platforms[groundPosIndex].slice(-1)[0];
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@ -677,7 +684,7 @@ function generateObjects() {
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max(
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random(
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prev.y - prev.max_y_deviation,
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floorPos_y - prev.max_y_deviation/2,
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floorPos_y - prev.max_y_deviation / 2,
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),
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height / 8,
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),
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@ -687,18 +694,18 @@ function generateObjects() {
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}
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// Enemies
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enemies = [];
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for (i = 0; i < floor(finish_position_x/130); i++) {
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index = floor(random(0, groundPositions.length))
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for (i = 0; i < floor(finish_position_x / 130); i++) {
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index = floor(random(0, groundPositions.length));
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enemies.push(
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new Enemy(
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index,
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random(500, finish_position_x),
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groundPositions[index] - random(50, floorPos_y),
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random(40, 60)
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)
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)
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random(40, 60),
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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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// -------- SKY ----------------
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background(palette.sky_color);
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@ -749,11 +756,14 @@ function draw() {
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// GAMECHAR & PLATFORMS RENDER --
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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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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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if (
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enemies[i].collidesWith(gameChar) &&
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gameChar.invincibility_time <= 0
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) {
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gameChar.takeLife();
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}
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}
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@ -769,7 +779,9 @@ function complexDraw() {
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for (i = 0; i <= gameChar.curGroundIndex; i++) {
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drawPlatforms(i);
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}
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if (shadows_enabled) {gameChar.drawShadow();}
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if (shadows_enabled) {
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gameChar.drawShadow();
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}
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gameChar.draw();
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for (i = gameChar.curGroundIndex + 1; i < groundPositions.length; i++) {
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drawPlatforms(i);
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