Restored coins visibility, added coins jiggle
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parent
d3bd49b861
commit
8eab7faf27
32
sketch.js
32
sketch.js
@ -165,17 +165,17 @@ function startGame(full_start, update_objects) {
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if (i == 0) {
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if (i == 0) {
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collectables[0] = {
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collectables[0] = {
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x: 600,
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x: 600,
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y_pos: floorPos_y,
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y: floorPos_y,
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size: 50,
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size: 75,
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isFound: false,
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isFound: false,
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};
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};
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} else
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} else
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collectables[i] = {
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collectables[i] = {
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x: collectables[i - 1].x + 50 + 150 * random(0.5, 1),
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x: collectables[i - 1].x + 50 + 150 * random(0.5, 1),
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y_pos: gameChar.possibleGroundPosY[
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y: gameChar.possibleGroundPosY[
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random(0, gameChar.possibleGroundPosY.length)
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ceil(random(0, gameChar.possibleGroundPosY.length))
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],
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],
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size: 50,
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size: 75,
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isFound: false,
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isFound: false,
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};
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};
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}
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}
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@ -473,10 +473,10 @@ function checkCanyon(t_canyon) {
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function checkCollectable(t_collectable) {
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function checkCollectable(t_collectable) {
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if (
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if (
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!t_collectable.isFound &&
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!t_collectable.isFound &&
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collectable.y_pos == gameChar.getCurGroundPosY() &&
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collectable.y == gameChar.getCurGroundPosY() &&
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dist(
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dist(
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t_collectable.x,
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t_collectable.x,
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t_collectable.y_pos,
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t_collectable.y,
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gameChar.x,
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gameChar.x,
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gameChar.y - gameChar.x_step * 4
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gameChar.y - gameChar.x_step * 4
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) <
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) <
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@ -528,7 +528,8 @@ function drawCanyon(t_canyon) {
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fill(palette.canyon_river_color);
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fill(palette.canyon_river_color);
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rect(t_canyon.x - t_canyon.width / 2, floorPos_y, t_canyon.width, height);
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rect(t_canyon.x - t_canyon.width / 2, floorPos_y, t_canyon.width, height);
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if ((frameCount % 2) == 0) {
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// Waves animation.
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if (frameCount % 2 == 0) {
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PointX = random(
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PointX = random(
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t_canyon.x - t_canyon.width / 2 + 5,
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t_canyon.x - t_canyon.width / 2 + 5,
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t_canyon.x + t_canyon.width / 2 - 5
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t_canyon.x + t_canyon.width / 2 - 5
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@ -553,13 +554,22 @@ function drawCanyon(t_canyon) {
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pop();
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pop();
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}
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}
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function drawCollectable(t_collectable) {
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function drawCollectable(t_collectable) {
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push();
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// animating the coin's jiggle
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a = 0.1; b = 3; c = 0.2; d = 2; // a - vert. intensity, c - hor. intensity, b - vert. speed, d - hor. speed
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t_collectable.y -= sin(frameCount*a)*b;
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t_collectable.x += sin(frameCount*c)*d;
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stroke(0.2);
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stroke(0.2);
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fill(palette.coin_outer);
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fill(palette.coin_outer);
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ellipse(t_collectable.x, t_collectable.y_pos, 0.7 * t_collectable.size);
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ellipse(t_collectable.x, t_collectable.y, 0.7 * t_collectable.size);
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fill(palette.coin_middle);
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fill(palette.coin_middle);
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ellipse(t_collectable.x, t_collectable.y_pos, 0.6 * t_collectable.size);
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ellipse(t_collectable.x, t_collectable.y, 0.6 * t_collectable.size);
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fill(palette.coin_inner);
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fill(palette.coin_inner);
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ellipse(t_collectable.x, t_collectable.y_pos, 0.5 * t_collectable.size);
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ellipse(t_collectable.x, t_collectable.y, 0.5 * t_collectable.size);
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// restoring coin's coordinates to preserve game logic
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t_collectable.y += sin(frameCount*a)*b;
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t_collectable.x -= sin(frameCount*c)*d;
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pop();
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}
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}
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function drawClouds() {
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function drawClouds() {
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for (i = 0; i < clouds.length; i++) {
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for (i = 0; i < clouds.length; i++) {
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