began work on platforms; moved setting sprite code
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34dfd67a50
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62
sketch.js
62
sketch.js
@ -17,6 +17,8 @@ var clouds = [];
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var mountains = [];
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var mountains = [];
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var collectables = [];
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var collectables = [];
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var rivers = [];
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var rivers = [];
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var platforms = [];
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var enemies = [];
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var flagpole;
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var flagpole;
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var text_size;
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var text_size;
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@ -86,14 +88,34 @@ function startGame(level_start) {
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speed: 5,
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speed: 5,
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baseLives: 3,
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baseLives: 3,
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curLives: 3,
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curLives: 3,
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baseJumpingStrength: 15,
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curJumpingStrength: 0,
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isRight: false,
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isRight: false,
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isLeft: false,
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isLeft: false,
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isFalling: false,
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isFalling: false,
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isJumping: false,
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isJumping: false,
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isPlummeting: false,
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isPlummeting: false,
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curGroundIndex: 0,
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curGroundIndex: 0,
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_updateSprite: function()
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{
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if (gameChar.isPlummeting) {
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gameChar.sprite = 2;
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} else if (gameChar.isFalling) {
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gameChar.sprite = 2;
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if (gameChar.isLeft && !gameChar.isRight) gameChar.sprite = 5;
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else if (gameChar.isRight && !gameChar.isLeft)
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gameChar.sprite = 6;
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} else {
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if (gameChar.isLeft && !gameChar.isRight) gameChar.sprite = 4;
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else if (gameChar.isRight && !gameChar.isLeft)
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gameChar.sprite = 3;
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else gameChar.sprite = 1;
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}
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},
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draw: function () {
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draw: function () {
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this._updateSprite();
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push();
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push();
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strokeWeight(1);
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strokeWeight(1);
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stroke(1);
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stroke(1);
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@ -379,6 +401,16 @@ function startGame(level_start) {
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}
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}
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}
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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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platforms[0] = {
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curGroundIndex: 0,
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x: 700,
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width: 50,
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y: pow(gameChar.baseJumpingStrength, 2) / 2,
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}
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}
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}
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}
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}
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} else {
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} else {
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gameChar.x = width / 2;
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gameChar.x = width / 2;
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@ -442,15 +474,15 @@ function draw() {
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}
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}
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if (gameChar.isJumping) {
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if (gameChar.isJumping) {
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gameChar.y -= gameChar.jumpingStrength;
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gameChar.y -= gameChar.curJumpingStrength;
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gameChar.jumpingStrength -= gravity;
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gameChar.curJumpingStrength -= gravity;
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if (gameChar.jumpingStrength <= 0) {
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if (gameChar.curJumpingStrength <= 0) {
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gameChar.isFalling = true;
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gameChar.isFalling = true;
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gameChar.isJumping = false;
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gameChar.isJumping = false;
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}
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}
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} else if (gameChar.isFalling) {
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} else if (gameChar.isFalling) {
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gameChar.y -= gameChar.jumpingStrength;
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gameChar.y -= gameChar.curJumpingStrength;
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gameChar.jumpingStrength -= gravity;
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gameChar.curJumpingStrength -= gravity;
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if (gameChar.y >= gameChar.getCurGroundY()) {
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if (gameChar.y >= gameChar.getCurGroundY()) {
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gameChar.y = gameChar.getCurGroundY();
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gameChar.y = gameChar.getCurGroundY();
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gameChar.isFalling = false;
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gameChar.isFalling = false;
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@ -459,22 +491,6 @@ function draw() {
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}
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}
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}
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}
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checkPlayerDie();
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checkPlayerDie();
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// Setting sprite
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{
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if (gameChar.isPlummeting) {
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gameChar.sprite = 2;
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} else if (gameChar.isFalling) {
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gameChar.sprite = 2;
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if (gameChar.isLeft && !gameChar.isRight) gameChar.sprite = 5;
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else if (gameChar.isRight && !gameChar.isLeft)
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gameChar.sprite = 6;
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} else {
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if (gameChar.isLeft && !gameChar.isRight) gameChar.sprite = 4;
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else if (gameChar.isRight && !gameChar.isLeft)
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gameChar.sprite = 3;
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else gameChar.sprite = 1;
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}
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}
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// Doing plummeting
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// Doing plummeting
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if (gameChar.isPlummeting) {
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if (gameChar.isPlummeting) {
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if (death_timer == undefined) death_timer = frameCount;
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if (death_timer == undefined) death_timer = frameCount;
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@ -857,7 +873,7 @@ function keyPressed() {
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!gameChar.isJumping
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!gameChar.isJumping
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) {
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) {
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gameChar.isJumping = true;
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gameChar.isJumping = true;
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gameChar.jumpingStrength = 15;
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gameChar.curJumpingStrength = gameChar.baseJumpingStrength;
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}
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}
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}
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}
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if (keyCode == 77 /*M*/) showDebugData = !showDebugData;
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if (keyCode == 77 /*M*/) showDebugData = !showDebugData;
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