bugfixes, formatted code
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parent
a813bbb804
commit
f460141ff0
19
sketch.js
19
sketch.js
@ -165,7 +165,7 @@ function startGame(full_start, update_objects) {
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if (i == 0) {
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if (i == 0) {
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collectables[0] = {
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collectables[0] = {
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x: 600,
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x: 600,
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y: floorPos_y,
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y: gameChar.possibleGroundPosY[0],
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size: 75,
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size: 75,
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isFound: false,
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isFound: false,
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};
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};
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@ -556,9 +556,12 @@ function drawCanyon(t_canyon) {
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function drawCollectable(t_collectable) {
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function drawCollectable(t_collectable) {
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push();
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push();
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// animating the coin's jiggle
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// animating the coin's jiggle
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a = 0.1; b = 3; c = 0.2; d = 2; // a - vert. intensity, c - hor. intensity, b - vert. speed, d - hor. speed
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a = 0.1;
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t_collectable.y -= sin(frameCount*a)*b;
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b = 3;
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t_collectable.x += sin(frameCount*c)*d;
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c = 0.2;
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d = 2; // a - vert. intensity, c - hor. intensity, b - vert. speed, d - hor. speed
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t_collectable.y -= sin(frameCount * a) * b;
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t_collectable.x += sin(frameCount * c) * d;
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stroke(0.2);
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stroke(0.2);
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fill(palette.coin_outer);
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fill(palette.coin_outer);
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ellipse(t_collectable.x, t_collectable.y, 0.7 * t_collectable.size);
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ellipse(t_collectable.x, t_collectable.y, 0.7 * t_collectable.size);
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@ -567,8 +570,8 @@ function drawCollectable(t_collectable) {
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fill(palette.coin_inner);
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fill(palette.coin_inner);
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ellipse(t_collectable.x, t_collectable.y, 0.5 * t_collectable.size);
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ellipse(t_collectable.x, t_collectable.y, 0.5 * t_collectable.size);
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// restoring coin's coordinates to preserve game logic
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// restoring coin's coordinates to preserve game logic
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t_collectable.y += sin(frameCount*a)*b;
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t_collectable.y += sin(frameCount * a) * b;
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t_collectable.x -= sin(frameCount*c)*d;
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t_collectable.x -= sin(frameCount * c) * d;
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pop();
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pop();
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}
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}
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function drawClouds() {
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function drawClouds() {
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@ -577,7 +580,7 @@ function drawClouds() {
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translate((frameCount / clouds[i].y) * 20, 0); // imitating clouds movement, upper ones should go faster
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translate((frameCount / clouds[i].y) * 20, 0); // imitating clouds movement, upper ones should go faster
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// Adding counter-translating to implement parallax, the feeling of depth
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// Adding counter-translating to implement parallax, the feeling of depth
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// TODO: fix jitter during movement (possibly by implementing vectorized movement)
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// TODO: fix jitter during movement (possibly by implementing vectorized movement)
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translate(cameraPosX/1.1, 0);
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translate(cameraPosX / 1.1, 0);
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noStroke();
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noStroke();
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fill(palette.cloud0);
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fill(palette.cloud0);
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ellipse(
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ellipse(
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@ -613,7 +616,7 @@ function drawMountains() {
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for (i = 0; i < mountains.length; i++) {
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for (i = 0; i < mountains.length; i++) {
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push();
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push();
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// slowing down translation to add parallax, the feeling of depth
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// slowing down translation to add parallax, the feeling of depth
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translate(cameraPosX/8, 0);
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translate(cameraPosX / 8, 0);
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noStroke();
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noStroke();
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fill(palette.mountain_shadow);
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fill(palette.mountain_shadow);
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triangle(
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triangle(
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