783 lines
23 KiB
JavaScript
783 lines
23 KiB
JavaScript
var floorPos_y;
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var cameraPosX;
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var processStop_timer;
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var gameChar;
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var gravity;
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var game_score;
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var finish_position_x;
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var trees_x = [];
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var clouds = [];
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var mountains = [];
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var collectables = [];
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var canyons = [];
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var flagpole;
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var text_size;
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// Variables to set colors. Set in setup()
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var palette;
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function setup() {
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createCanvas(1024, 576);
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palette = {
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body_color: color("white"),
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head_color: color("darkgreen"),
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sky_color: color("#8E9887"),
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ground_color0: color("#684622"),
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ground_color1: color("#734E26"),
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ground_color2: color("#7F562A"),
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canyon_river_color: color("#56C525"),
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canyon_river_wave_color: color("#4BAD21"),
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canyon_color: color("#7B672A"),
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pine_leaves_color: color("#3F4834"),
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maple_leaves_color: color("#4E3D1F"),
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pine_stem: color("#644D0D"),
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maple_stem: color("#936907"),
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mountain: color("#5a5a5a"),
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mountain_shadow: color("#3c3c3c"),
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cloud0: color(200),
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cloud1: color(220),
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cloud2: color(255),
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coin_outer: color("#FDC334"),
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coin_middle: color("#ababab"),
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coin_inner: color("#FDC334"),
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heart_color: color("darkred"),
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enemy_head_color: color("red"),
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enemy_body_color: color("red"),
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};
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startGame((full_start = true), (update_objects = true));
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}
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function startGame(full_start, update_objects) {
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floorPos_y = 432;
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cameraPosX = 0;
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if (full_start) {
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gameChar = {
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x: width / 2,
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y: floorPos_y + (height - floorPos_y) / 6,
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x_step: 5,
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y_step: 8,
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scale: 1,
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sprite: 1,
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speed: 5,
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baseLives: 3,
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curLives: 3,
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isRight: false,
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isLeft: false,
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isFalling: false,
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isJumping: false,
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isPlummeting: false,
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possibleGroundPosY: [
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floorPos_y + (height - floorPos_y) / 6,
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floorPos_y + (3 * (height - floorPos_y)) / 6,
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floorPos_y + (5 * (height - floorPos_y)) / 6,
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],
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curGroundPosYIndex: 0,
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getCurGroundPosY() {
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return this.possibleGroundPosY[this.curGroundPosYIndex];
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},
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goUp() {
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memorizedIndex = this.curGroundPosYIndex;
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this.curGroundPosYIndex = max(0, this.curGroundPosYIndex - 1);
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if (memorizedIndex != this.curGroundPosYIndex) {
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gameChar.y -= (height - floorPos_y) / 3;
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gameChar.scale -= 0.1;
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}
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},
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goDown() {
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memorizedIndex = this.curGroundPosYIndex;
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this.curGroundPosYIndex = min(
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this.possibleGroundPosY.length - 1,
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this.curGroundPosYIndex + 1
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);
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if (memorizedIndex != this.curGroundPosYIndex) {
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gameChar.y += (height - floorPos_y) / 3;
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gameChar.scale += 0.1;
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}
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},
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};
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} else {
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gameChar.x = width / 2;
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gameChar.y = floorPos_y + (height - floorPos_y) / 6;
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gameChar.scale = 1;
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gameChar.curGroundPosYIndex = 0;
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gameChar.isPlummeting = false;
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gameChar.isFalling = false;
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gameChar.isJumping = false;
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gameChar.isLeft = false;
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gameChar.isRight = false;
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}
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gravity = 1;
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game_score = 0;
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finish_position_x = 2000;
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if (update_objects || full_start) {
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// Assigning values of trees, clouds, mountains, canyons, collectables.
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for (i = 0; i < 150; i++) {
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trees_x[i] = random(-100, 10000);
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}
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for (i = 0; i < 100; i++) {
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clouds[i] = {
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x: random(-100, 10000),
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y: random(0, floorPos_y / 2),
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size: random(0.4, 2),
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};
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}
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// Latter mountains.
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for (i = 0; i < finish_position_x / 90; i++) {
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mountains[i] = {
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x: random(-200, finish_position_x + 200),
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width: random(60, 150),
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height: random(floorPos_y - 50, floorPos_y - 150),
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skew: random(-20, 20),
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};
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// To prevent spiky mountains which are quite ugly
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mountains[i].height = max(mountains[i].width, mountains[i].height);
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}
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// Start mountains.
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for (i = 0; i < 6; i++) {
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mountains[i] = {
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x: width / (i + 1.5),
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width: width / (i + random(2, 4)),
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height: height / (2 + 0.8 * i),
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skew: (random(-10, 20) * i) / 2,
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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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canyons[0] = {
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x: 700,
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width: 50,
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points: [],
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};
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} else
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canyons[i] = {
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x: canyons[i - 1].x + 300 + 200 * random(0.5, 1),
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width: 50 + 30 * random(),
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points: [],
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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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collectables[0] = {
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x: 600,
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y_pos: floorPos_y,
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size: 50,
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isFound: false,
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};
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} else
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collectables[i] = {
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x: collectables[i - 1].x + 50 + 150 * random(0.5, 1),
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y_pos: gameChar.possibleGroundPosY[
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random(0, gameChar.possibleGroundPosY.length)
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],
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size: 50,
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isFound: false,
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};
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}
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}
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flagpole = {
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x: finish_position_x,
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isReached: false,
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size_vert: 4,
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size_hor: 7,
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cell_size: 20,
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cell_size_v: 20,
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cell_size_h: 20,
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};
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text_size = width / 20;
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textSize(text_size);
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}
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function draw() {
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// -------- SKY ----------------
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background(palette.sky_color);
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// -------- GROUND -------------
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drawGround();
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push(); // Scrolling
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fill(0);
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translate(-cameraPosX, 0); // Scrolling
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cameraPosX = gameChar.x - width / 2; // Scrolling
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// -------- CLOUDS --------------
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drawClouds();
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// -------- MOUNTAINS -----------
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drawMountains();
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// -------- CANYONS -------------
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for (i = 0; i < canyons.length; i++) {
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canyon = canyons[i];
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drawCanyon(canyon);
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if (!gameChar.isFalling && !gameChar.isJumping) checkCanyon(canyon);
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}
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// -------- TREES ---------------
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drawTrees();
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// -------- COLLECTABLES --------
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for (i = 0; i < collectables.length; i++) {
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collectable = collectables[i];
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if (!collectable.isFound) drawCollectable(collectable);
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checkCollectable(collectable);
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}
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// -------- FLAGPOLE ------------
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renderFlagpole();
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if (!flagpole.isReached) checkFlagpole();
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// -------- GAME CHARACTER ------
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{
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// Behavior
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if (!gameChar.isPlummeting) {
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if (gameChar.isLeft && !gameChar.isRight) {
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gameChar.x -= gameChar.speed;
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} else if (gameChar.isRight && !gameChar.isLeft) {
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gameChar.x += gameChar.speed;
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}
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if (gameChar.isJumping) {
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gameChar.y -= gameChar.jumpingStrength;
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gameChar.jumpingStrength -= gravity;
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if (gameChar.jumpingStrength <= 0) {
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gameChar.isFalling = true;
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gameChar.isJumping = false;
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}
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} else if (gameChar.isFalling) {
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gameChar.y -= gameChar.jumpingStrength;
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gameChar.jumpingStrength -= gravity;
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if (gameChar.y >= gameChar.getCurGroundPosY()) {
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gameChar.y = gameChar.getCurGroundPosY();
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gameChar.isFalling = false;
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}
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} else {
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}
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}
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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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// Depicting plummeting
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if (gameChar.isPlummeting) {
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gameChar.y += 3;
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}
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// Drawing a sprite
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drawGameCharacter();
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}
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pop(); // Scrolling
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// -------- INTERFACE -----------
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push();
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fill(0);
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text("Score: " + game_score, 12, text_size);
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drawLives();
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if (gameChar.curLives < 1)
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text("Game over. Press space to continue...", 0, height / 2);
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else if (flagpole.isReached)
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text("Level complete. Press space to continue...", 0, height / 2);
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text(gameChar.curGroundPosYIndex, 99, 99);
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text(gameChar.getCurGroundPosY(), 188, 99);
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text(gameChar.sprite, 277, 99);
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pop();
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}
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function drawGameCharacter() {
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strokeWeight(1);
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stroke(1);
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gameChar.x_step *= gameChar.scale;
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gameChar.y_step *= gameChar.scale;
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function _drawBody(jumping = false) {
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fill(palette.body_color);
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if (jumping) {
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triangle(
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gameChar.x - gameChar.x_step * 2,
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gameChar.y - gameChar.y_step * 1.5,
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gameChar.x,
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gameChar.y - gameChar.y_step * 4,
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gameChar.x + gameChar.x_step * 2,
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gameChar.y - gameChar.y_step * 1.5
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);
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} else {
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triangle(
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gameChar.x - gameChar.x_step * 2,
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gameChar.y,
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gameChar.x,
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gameChar.y - gameChar.y_step * 4,
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gameChar.x + gameChar.x_step * 2,
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gameChar.y
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);
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}
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}
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function _drawHead() {
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fill(palette.head_color);
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ellipse(
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gameChar.x,
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gameChar.y - gameChar.y_step * 5,
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gameChar.x_step * 6,
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gameChar.y_step * 4
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);
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}
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function _drawEyes(draw_left, draw_right, eyes_height) {
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fill(0);
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if (draw_left) {
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ellipse(
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gameChar.x - gameChar.x_step * 1.2,
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gameChar.y - gameChar.y_step * eyes_height,
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gameChar.x_step / 1.5,
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gameChar.y_step / 2
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);
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}
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if (draw_right) {
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ellipse(
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gameChar.x + gameChar.x_step * 1.2,
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gameChar.y - gameChar.y_step * eyes_height,
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gameChar.x_step / 1.5,
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gameChar.y_step / 2
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);
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}
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}
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// Standing, facing frontwards
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if (gameChar.sprite == 1) {
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// Body
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_drawBody();
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// Head
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_drawHead();
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// Eyes
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_drawEyes(true, true, 4.2);
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}
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// Jumping, facing forwards
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else if (gameChar.sprite == 2) {
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// Body
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_drawBody(true);
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// Hands. (Hands!)
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line(
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gameChar.x - gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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);
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line(
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gameChar.x + gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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);
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// Head
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_drawHead();
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// Eyes
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_drawEyes(true, true, 3.8);
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}
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// Walking right
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else if (gameChar.sprite == 3) {
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// Body
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_drawBody();
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// Hand. (Hand!)
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line(
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gameChar.x,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 0.8,
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gameChar.y - gameChar.y_step * 1
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);
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// Head
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_drawHead();
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// Eyes
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_drawEyes(false, true, 4.2);
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}
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// Walking left
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else if (gameChar.sprite == 4) {
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// Body
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_drawBody();
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// Hand. (Hand!)
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line(
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gameChar.x,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 0.8,
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gameChar.y - gameChar.y_step * 1
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);
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// Head
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_drawHead();
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// Eyes
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_drawEyes(true, false, 4.2);
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}
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// Jumping left
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else if (gameChar.sprite == 5) {
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// Body
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_drawBody(true);
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// Hands. (Hands!)
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line(
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gameChar.x - gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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);
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line(
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gameChar.x + gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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);
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// Head
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_drawHead();
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// Eyes
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_drawEyes(true, false, 3.8);
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}
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// Jumping right
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else if (gameChar.sprite == 6) {
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// Body
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_drawBody(true);
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// Hands. (Hands!)
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line(
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gameChar.x - gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x - gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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);
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line(
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gameChar.x + gameChar.x_step * 1,
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gameChar.y - gameChar.y_step * 2.5,
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gameChar.x + gameChar.x_step * 3.2,
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gameChar.y - gameChar.y_step * 3.2
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);
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// Head
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_drawHead();
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// Eyes
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_drawEyes(false, true, 3.8);
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} else {
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text("Bad sprite number!", 10, 10);
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console.error("Bad gameChar sprite number: " + gameChar.sprite);
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}
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gameChar.x_step /= gameChar.scale;
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gameChar.y_step /= gameChar.scale;
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}
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function checkCanyon(t_canyon) {
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if (
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gameChar.x > canyon.x - canyon.width / 2 &&
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gameChar.x < canyon.x + canyon.width / 2
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) {
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gameChar.isPlummeting = true;
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}
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}
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function checkCollectable(t_collectable) {
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if (
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!t_collectable.isFound &&
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collectable.y_pos == gameChar.getCurGroundPosY() &&
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dist(
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t_collectable.x,
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t_collectable.y_pos,
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gameChar.x,
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gameChar.y - gameChar.x_step * 4
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) <
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t_collectable.size / 2
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) {
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t_collectable.isFound = true;
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game_score++;
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}
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}
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function drawGround() {
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push();
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noStroke();
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fill(palette.ground_color0);
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rect(0, floorPos_y, width, height - floorPos_y);
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fill(palette.ground_color1);
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rect(
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0,
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floorPos_y + (2 * (height - floorPos_y)) / 6,
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width,
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floorPos_y + (2 * (height - floorPos_y)) / 6
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);
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fill(palette.ground_color2);
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rect(
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0,
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floorPos_y + (4 * (height - floorPos_y)) / 6,
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width,
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floorPos_y + (4 * (height - floorPos_y)) / 6
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);
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stroke(1);
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translate(-cameraPosX, 0);
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for (i = 0; i < finish_position_x; i += 20) {
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line(
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i,
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floorPos_y + (2 * (height - floorPos_y)) / 6,
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i + 1,
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floorPos_y + (2 * (height - floorPos_y)) / 6
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);
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line(
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i,
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floorPos_y + (4 * (height - floorPos_y)) / 6,
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i + 1,
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floorPos_y + (4 * (height - floorPos_y)) / 6
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);
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}
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pop();
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}
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function drawCanyon(t_canyon) {
|
|
push();
|
|
fill(palette.canyon_river_color);
|
|
rect(t_canyon.x - t_canyon.width / 2, floorPos_y, t_canyon.width, height);
|
|
if (frameCount % 4 == 0) {
|
|
PointX = random(
|
|
t_canyon.x - t_canyon.width / 2,
|
|
t_canyon.x + t_canyon.width / 2
|
|
);
|
|
PointY = random(floorPos_y, height);
|
|
if (t_canyon.points.length > 3) {
|
|
t_canyon.points.shift();
|
|
}
|
|
t_canyon.points.add((PointX, PointY));
|
|
}
|
|
|
|
stroke(palette.canyon_river_wave_color);
|
|
strokeWeight(5);
|
|
line(PointX, PointY, PointX, PointY + random(20, 100));
|
|
pop();
|
|
}
|
|
function drawCollectable(t_collectable) {
|
|
stroke(0.2);
|
|
fill(palette.coin_outer);
|
|
ellipse(t_collectable.x, t_collectable.y_pos, 0.7 * t_collectable.size);
|
|
fill(palette.coin_middle);
|
|
ellipse(t_collectable.x, t_collectable.y_pos, 0.6 * t_collectable.size);
|
|
fill(palette.coin_inner);
|
|
ellipse(t_collectable.x, t_collectable.y_pos, 0.5 * t_collectable.size);
|
|
}
|
|
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
|
|
noStroke();
|
|
fill(palette.cloud0);
|
|
ellipse(
|
|
clouds[i].x - 20,
|
|
clouds[i].y - 10,
|
|
20 * clouds[i].size,
|
|
30 * clouds[i].size
|
|
);
|
|
fill(palette.cloud1);
|
|
ellipse(
|
|
clouds[i].x + 20,
|
|
clouds[i].y - 20,
|
|
70 * clouds[i].size,
|
|
50 * clouds[i].size
|
|
);
|
|
fill(palette.cloud2);
|
|
ellipse(
|
|
clouds[i].x,
|
|
clouds[i].y,
|
|
90 * clouds[i].size,
|
|
40 * clouds[i].size
|
|
);
|
|
ellipse(
|
|
clouds[i].x + 45,
|
|
clouds[i].y - 10,
|
|
50 * clouds[i].size,
|
|
35 * clouds[i].size
|
|
);
|
|
pop();
|
|
}
|
|
}
|
|
function drawMountains() {
|
|
for (i = 0; i < mountains.length; i++) {
|
|
noStroke();
|
|
|
|
fill(palette.mountain_shadow);
|
|
triangle(
|
|
mountains[i].x - mountains[i].width,
|
|
floorPos_y,
|
|
mountains[i].x + mountains[i].skew,
|
|
mountains[i].height,
|
|
mountains[i].x + mountains[i].width,
|
|
floorPos_y
|
|
);
|
|
fill(palette.mountain);
|
|
triangle(
|
|
mountains[i].x - mountains[i].width,
|
|
floorPos_y,
|
|
mountains[i].x + mountains[i].skew,
|
|
mountains[i].height,
|
|
mountains[i].x - mountains[i].width / 1.5,
|
|
floorPos_y
|
|
);
|
|
}
|
|
}
|
|
function drawHeart(isEmpty, x, y, size) {
|
|
push();
|
|
if (isEmpty) {
|
|
noFill();
|
|
stroke(0);
|
|
} else {
|
|
fill(palette.heart_color);
|
|
stroke(palette.heart_color);
|
|
}
|
|
triangle(x, y, x + size, y - size, x + size * 2, y);
|
|
triangle(x - size * 2, y, x - size, y - size, x, y);
|
|
triangle(x, y, x + size, y + size, x - size, y + size);
|
|
triangle(x - size * 2, y, x, y + size * 2, x + size * 2, y);
|
|
pop();
|
|
}
|
|
function drawLives() {
|
|
push();
|
|
stroke(255, 0, 0);
|
|
noFill();
|
|
var heart_size = 20;
|
|
for (i = gameChar.baseLives; i > 0; i--) {
|
|
drawHeart(
|
|
true,
|
|
width - i * heart_size * 4.5,
|
|
heart_size * 1.5,
|
|
heart_size
|
|
);
|
|
}
|
|
for (i = gameChar.curLives; i > 0; i--) {
|
|
drawHeart(
|
|
false,
|
|
width - i * heart_size * 4.5,
|
|
heart_size * 1.5,
|
|
heart_size
|
|
);
|
|
}
|
|
pop();
|
|
}
|
|
function drawTrees() {
|
|
for (i = 0; i < trees_x.length; i++) {
|
|
// Draw pine in case the integer part of tree
|
|
// coordinate is even.
|
|
if (Math.trunc(trees_x[i]) % 2 == 0) {
|
|
fill(palette.pine_stem);
|
|
triangle(
|
|
trees_x[i] - 15,
|
|
floorPos_y,
|
|
trees_x[i],
|
|
floorPos_y - 150,
|
|
trees_x[i] + 15,
|
|
floorPos_y
|
|
);
|
|
fill(palette.pine_leaves_color);
|
|
triangle(
|
|
trees_x[i] - 45,
|
|
floorPos_y - 45,
|
|
trees_x[i],
|
|
floorPos_y - 120,
|
|
trees_x[i] + 45,
|
|
floorPos_y - 45
|
|
);
|
|
triangle(
|
|
trees_x[i] - 45,
|
|
floorPos_y - 85,
|
|
trees_x[i],
|
|
floorPos_y - 180,
|
|
trees_x[i] + 45,
|
|
floorPos_y - 85
|
|
);
|
|
}
|
|
// Draw maple
|
|
else {
|
|
fill(palette.maple_stem);
|
|
triangle(
|
|
trees_x[i] - 10,
|
|
floorPos_y,
|
|
trees_x[i],
|
|
floorPos_y - 120,
|
|
trees_x[i] + 10,
|
|
floorPos_y
|
|
);
|
|
fill(palette.maple_leaves_color);
|
|
ellipse(trees_x[i], floorPos_y - 50, 80, 30);
|
|
ellipse(trees_x[i], floorPos_y - 70, 100, 30);
|
|
ellipse(trees_x[i], floorPos_y - 90, 80, 30);
|
|
ellipse(trees_x[i], floorPos_y - 110, 40, 30);
|
|
}
|
|
}
|
|
}
|
|
function renderFlagpole() {
|
|
// NB - This function is implemented a bit differently than how it was requested in Part 6.
|
|
// It has no states to switch between - instead, the flag gradually goes into the opposite direction
|
|
// as the player crosses it, what is done by manipulating flagpole's parameters.
|
|
// This is done for animation purposes.
|
|
|
|
push();
|
|
strokeWeight(0);
|
|
fill(0);
|
|
|
|
// Movement animation, as mentioned in NB.
|
|
if (flagpole.isReached && flagpole.cell_size_h > -flagpole.cell_size)
|
|
flagpole.cell_size_h -= 0.8;
|
|
// the flagpole pole
|
|
rect(flagpole.x, floorPos_y / 2, 2, floorPos_y / 2);
|
|
|
|
// the flagpole flag
|
|
for (i = 0; i < flagpole.size_hor; i++) {
|
|
for (j = 0; j < flagpole.size_vert; j++) {
|
|
fill(((i + j) % 2) * 255);
|
|
rect(
|
|
flagpole.x + flagpole.cell_size_h * i,
|
|
floorPos_y / 2 + flagpole.cell_size_v * j,
|
|
flagpole.cell_size_h,
|
|
flagpole.cell_size_v
|
|
);
|
|
}
|
|
}
|
|
pop();
|
|
}
|
|
function checkFlagpole() {
|
|
// Considering the linear nature of the game, the flagpole is triggered whenever player is beyond it by x.
|
|
// If to imagine a hypothetical jump where the player somehow jumps beyond the pole in one frame,
|
|
// this function will trigger anyway.
|
|
if (gameChar.x >= finish_position_x) {
|
|
flagpole.isReached = true;
|
|
}
|
|
}
|
|
function checkPlayerDie() {
|
|
if (gameChar.y >= height) {
|
|
if (gameChar.curLives > 1) {
|
|
gameChar.curLives--;
|
|
startGame();
|
|
} else if (gameChar.curLives == 1) {
|
|
gameChar.curLives--;
|
|
} else {
|
|
gameChar.curLives = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
function keyPressed() {
|
|
console.log(frameCount + " pressed " + key + " " + keyCode);
|
|
if (gameChar.curLives < 1 || flagpole.isReached) {
|
|
if (keyCode == 32 /*Space*/) {
|
|
/*Hard resets the game*/
|
|
startGame((full_start = true), (update_objects = true));
|
|
}
|
|
} else if (!gameChar.isPlummeting) {
|
|
if (keyCode == 65 /*A*/) gameChar.isLeft = true;
|
|
if (keyCode == 68 /*D*/) gameChar.isRight = true;
|
|
if (keyCode == 83 /*S*/) gameChar.goDown();
|
|
if (keyCode == 87 /*W*/) gameChar.goUp();
|
|
// Rewrote jumping routine to make it more natural and be able to support platforms and different player dimensions
|
|
if (
|
|
keyCode == 32 /*Space*/ &&
|
|
!gameChar.isFalling &&
|
|
!gameChar.isJumping
|
|
) {
|
|
gameChar.isJumping = true;
|
|
gameChar.jumpingStrength = 15;
|
|
}
|
|
}
|
|
}
|
|
function keyReleased() {
|
|
console.log(frameCount + " released " + key + " " + keyCode);
|
|
if (keyCode == 65 /*A*/) gameChar.isLeft = false;
|
|
if (keyCode == 68 /*D*/) gameChar.isRight = false;
|
|
}
|