replace gameChar with this in gameChar = {}
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parent
ed0e3b8783
commit
b2b1bf06ba
85
sketch.js
85
sketch.js
@ -82,8 +82,8 @@ function startGame(full_start, update_objects) {
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push();
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strokeWeight(1);
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stroke(1);
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gameChar.x_step *= gameChar.scale;
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gameChar.y_step *= gameChar.scale;
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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function _drawBody(jumping = false) {
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fill(palette.body_color);
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if (jumping) {
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@ -135,7 +135,7 @@ function startGame(full_start, update_objects) {
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}
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}
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// Standing, facing frontwards
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if (gameChar.sprite == 1) {
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if (this.sprite == 1) {
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// Body
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_drawBody();
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// Head
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@ -149,16 +149,16 @@ function startGame(full_start, update_objects) {
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_drawBody(true);
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// Hands. (Hands!)
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line(
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gameChar.x - gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2
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);
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line(
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gameChar.x + gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2
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);
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// Head
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_drawHead();
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@ -166,15 +166,15 @@ function startGame(full_start, update_objects) {
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_drawEyes(true, true, 3.8);
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}
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// Walking right
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else if (gameChar.sprite == 3) {
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else if (this.sprite == 3) {
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// Body
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_drawBody();
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// Hand. (Hand!)
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line(
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gameChar.x,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 0.8,
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gameChar.y - gameChar.y_step * 1
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this.x,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 0.8,
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this.y - this.y_step * 1
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);
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// Head
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_drawHead();
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@ -182,15 +182,15 @@ function startGame(full_start, update_objects) {
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_drawEyes(false, true, 4.2);
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}
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// Walking left
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else if (gameChar.sprite == 4) {
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else if (this.sprite == 4) {
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// Body
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_drawBody();
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// Hand. (Hand!)
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line(
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gameChar.x,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 0.8,
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gameChar.y - gameChar.y_step * 1
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this.x,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 0.8,
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this.y - this.y_step * 1
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);
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// Head
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_drawHead();
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@ -198,21 +198,21 @@ function startGame(full_start, update_objects) {
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_drawEyes(true, false, 4.2);
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}
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// Jumping left
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else if (gameChar.sprite == 5) {
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else if (this.sprite == 5) {
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// Body
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_drawBody(true);
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// Hands. (Hands!)
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line(
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gameChar.x - gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2
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);
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line(
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gameChar.x + gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2
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);
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// Head
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_drawHead();
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@ -220,21 +220,21 @@ function startGame(full_start, update_objects) {
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_drawEyes(true, false, 3.8);
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}
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// Jumping right
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else if (gameChar.sprite == 6) {
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else if (this.sprite == 6) {
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// Body
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_drawBody(true);
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// Hands. (Hands!)
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line(
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gameChar.x - gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2
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);
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line(
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gameChar.x + gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2
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);
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// Head
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_drawHead();
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@ -242,13 +242,12 @@ function startGame(full_start, update_objects) {
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_drawEyes(false, true, 3.8);
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} else {
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text("Bad sprite number!", 10, 10);
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console.error("Bad gameChar sprite number: " + gameChar.sprite);
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console.error("Bad gameChar sprite number: " + this.sprite);
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}
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gameChar.x_step /= gameChar.scale;
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gameChar.y_step /= gameChar.scale;
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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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getCurGroundPosY: function() {
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return this.possibleGroundPosY[this.curGroundPosYIndex];
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},
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