finish oriented edits; no gen after finish, no camera movement after finish
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18
sketch.js
18
sketch.js
@ -156,13 +156,15 @@ function startGame(full_start, update_objects) {
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width: 50,
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points: [],
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};
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} else
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} else {
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if (canyons[i - 1].x + 600 > finish_position_x) break;
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canyons[i] = {
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x: canyons[i - 1].x + 300 + 200 * random(0.5, 1),
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width: 50 + 30 * random(),
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points: [],
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};
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}
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}
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for (i = 0; i < 100; i++) {
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if (i == 0) {
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collectables[0] = {
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@ -171,17 +173,21 @@ function startGame(full_start, update_objects) {
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size: 75,
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isFound: false,
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};
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} else
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} else {
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if (collectables[i - 1].x + 200 > finish_position_x) {
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break;
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}
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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 + 100 * random(0.5, 1),
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y: gameChar.possibleGroundPosY[
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ceil(random(0, gameChar.possibleGroundPosY.length))
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floor(random(0, gameChar.possibleGroundPosY.length))
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],
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size: 75,
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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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flagpole = {
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x: finish_position_x,
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isReached: false,
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@ -205,7 +211,7 @@ function draw() {
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fill(0);
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translate(-cameraPosX, 0); // Scrolling
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cameraPosX = gameChar.x - width / 2; // Scrolling
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if (gameChar.x < finish_position_x) cameraPosX = gameChar.x - width / 2; // Scrolling
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// -------- CLOUDS --------------
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drawClouds();
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@ -512,7 +518,7 @@ function drawGround() {
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);
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stroke(1);
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translate(-cameraPosX, 0);
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for (i = 0; i < finish_position_x; i += 20) {
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for (i = -width/2; i < finish_position_x + width/2; i += 20) {
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line(
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i,
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floorPos_y + (2 * (height - floorPos_y)) / 6,
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