diff --git a/sketch.js b/sketch.js index 275c5c6..45ffea7 100644 --- a/sketch.js +++ b/sketch.js @@ -1,15 +1,15 @@ var floorPos_y; var cameraPosX; var camera_speed; -var processStop_timer; var fps_recent_values = []; -var death_timer; var showDebugData = false; var debug_charTrace = []; var shadows_enabled = true; - +var text_size; +// Variables to set colors. Set in setup() +var palette; var gameChar; - +var flagpole; var gravity; var game_score; var finish_position_x; @@ -21,7 +21,6 @@ var collectables = []; var rivers = []; var platforms = []; var enemies = []; -var flagpole; function GameCharacter() { this.x = width / 2; @@ -44,6 +43,7 @@ function GameCharacter() { this.curGroundIndex = 0; this.memorizedPlatform; this.invincibility_time = 0; + this.death_timer; this._updateSprite = function () { if (this.isPlummeting) { @@ -274,10 +274,10 @@ function GameCharacter() { gameChar.invincibility_time += 180; }; this._checkPlayerDie = function () { - if (frameCount - death_timer > 60) { + if (frameCount - this.death_timer > 60) { if (this.curLives > 1) { this.curLives--; - death_timer = undefined; + this.death_timer = undefined; startGame(); } else if (this.curLives == 1) { this.curLives--; @@ -348,7 +348,7 @@ function GameCharacter() { if (this.isPlummeting) { // using OR operator to set to frameCount in case death_timer is undefined, // but not updating the death_timer again in case it is not undefined. - death_timer = death_timer || frameCount; + this.death_timer = this.death_timer || frameCount; this.y += 3; } }; @@ -484,11 +484,6 @@ function Enemy(curGroundIndex, x, y, size) { this.y = this.y + cos((frameCount / random(10, 20)) * random(0.5, 10)); }; } - -var text_size; -// Variables to set colors. Set in setup() -var palette; - function setup() { createCanvas(1024, 576); palette = {