collectable detection fix; formatting

This commit is contained in:
Mottributo 2023-03-25 21:52:09 +03:00
parent 235cb7776a
commit c7e5d9bb58

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@ -49,7 +49,7 @@ function setup() {
enemy_head_color: color("red"),
enemy_body_color: color("red"),
};
startGame(level_start = true);
startGame((level_start = true));
}
function startGame(level_start) {
floorPos_y = 432;
@ -307,7 +307,10 @@ function startGame(level_start) {
skew: random(-20, 20),
};
// To prevent spiky mountains which are quite ugly
mountains[i].height = max(mountains[i].width, mountains[i].height);
mountains[i].height = max(
mountains[i].width,
mountains[i].height
);
}
// Start mountains.
for (i = 0; i < 6; i++) {
@ -338,20 +341,25 @@ function startGame(level_start) {
if (i == 0) {
collectables[0] = {
x: 600,
y: groundPositions[0],
curGroundIndex: 0,
y:
groundPositions[0] -
10 /*taking 10 for better visuals*/,
size: 75,
isFound: false,
};
} else {
// Skipping generating coins after the finish line
if (collectables[i - 1].x + 200 > finish_position_x) {
break;
}
r = floor(random(0, groundPositions.length));
collectables[i] = {
x: collectables[i - 1].x + 50 + 100 * random(0.5, 1),
y: groundPositions[
floor(random(0, groundPositions.length))
],
curGroundIndex: r,
y:
groundPositions[r] -
10 /*taking 10 for better visuals*/,
size: 75,
isFound: false,
};
@ -361,7 +369,8 @@ function startGame(level_start) {
if (
canyons[k].x - canyons[k].width / 2 <
collectables[i].x &&
canyons[k].x + canyons[k].width / 2 > collectables[i].x
canyons[k].x + canyons[k].width / 2 >
collectables[i].x
) {
collectables[i].isFound = true;
}
@ -496,7 +505,7 @@ function checkCanyon(t_canyon) {
function checkCollectable(t_collectable) {
if (
!t_collectable.isFound &&
collectable.y == gameChar.getCurGroundY() &&
collectable.curGroundIndex == gameChar.curGroundIndex &&
dist(
t_collectable.x,
t_collectable.y,
@ -578,11 +587,13 @@ function drawCanyon(t_canyon) {
}
function drawCollectable(t_collectable) {
push();
// centering coins a bit upper
// animating the coin's jiggle
// a - vert. intensity, c - hor. intensity, b - vert. speed, d - hor. speed
a = 0.1;
b = 3;
c = 0.2;
d = 2; // a - vert. intensity, c - hor. intensity, b - vert. speed, d - hor. speed
d = 2;
t_collectable.y -= sin(frameCount * a) * b;
t_collectable.x += sin(frameCount * c) * d;
stroke(0.2);
@ -600,7 +611,8 @@ function drawCollectable(t_collectable) {
function drawClouds() {
for (i = 0; i < clouds.length; i++) {
push();
translate((frameCount / clouds[i].y) * 20, 0); // imitating clouds movement, upper ones should go faster
// imitating clouds movement, upper ones should go faster
translate((frameCount / clouds[i].y) * 20, 0);
// Adding counter-translating to implement parallax, the feeling of depth
translate(cameraPosX / 1.1, 0);
@ -822,7 +834,7 @@ function keyPressed() {
if (gameChar.curLives < 1 || flagpole.isReached) {
if (keyCode == 32 /*Space*/) {
/*Hard resets the game*/
startGame((level_start= true), );
startGame((level_start = true));
}
} else if (!gameChar.isPlummeting) {
if (keyCode == 65 /*A*/) gameChar.isLeft = true;