replace gameChar with this in gameChar = {}

This commit is contained in:
Mottributo 2023-03-23 22:21:57 +03:00
parent ed0e3b8783
commit b2b1bf06ba

View File

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