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c5d00cdfc2
| Author | SHA1 | Date | |
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| c5d00cdfc2 | |||
| 40e00559c6 |
44
program.pde
44
program.pde
@ -2,6 +2,8 @@
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//- Start Screen
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//- Level Editor (click with mouse spawns or deletes tiles)
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// - Hotkey to slide the window right and left
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//- Movement berechnen mit move = gravitation - speed
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// - Jump als Zahl, die langsam kleiner wird
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// jumping related
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float speed = 20;
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@ -11,13 +13,13 @@ float jumpcooldown = 12;
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// for moving x-axis (mostly depracted)
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// But dont delete yet!!
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PVector movement = new PVector(0,0);
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PVector direction = new PVector(0,0);
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PVector pos = new PVector(220, 50);
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int playerRadius = 25;
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float actualPos;
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PVector tilesize = new PVector(50, 50);
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void setup() {
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size(800,800);
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@ -36,8 +38,8 @@ void draw() {
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// noFill();
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menu();
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// play();
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// menu();
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play();
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helper();
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}
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@ -78,9 +80,9 @@ void play() {
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rect(pos.x, pos.y, playerRadius, playerRadius);
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baseline();
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// jumpToJumpheight();
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newJump();
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collisionTest();
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cooldown();
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jumpToJumpheight();
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generate_tiles();
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@ -90,12 +92,12 @@ void play() {
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// This is basically the Level file:
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// It consists out of an array, that spawns tiles
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// It is also checked in collisionTest()
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int[] tiles_x = { 300, 50, 600 };
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int[] tiles_y = { 500, 50, 600 };
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int[] tiles_x = { 300, 50, 600, 50};
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int[] tiles_y = { 500, 50, 600, 200 };
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void generate_tiles() {
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for (int i = 0; i < tiles_x.length; i++ ) {
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rect(tiles_x[i], tiles_y[i], 50, 50);
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rect(tiles_x[i], tiles_y[i], tilesize.x, tilesize.y);
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}
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}
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// TODO Collision erweitern wie in https://happycoding.io/tutorials/processing/collision-detection
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@ -104,10 +106,13 @@ void collisionTest() {
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if ( pos.y > baseline_y - playerRadius ) {
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pos.set(pos.x, baseline_y - playerRadius);
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}
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// Collision with all the tiles top site
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// Collision with all the tiles bottom site
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for (int i = 0; i < tiles_x.length; i++) {
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if ((pos.x > tiles_x[i]-25 && pos.x < tiles_x[i]+25) && pos.y < tiles_y[i] - playerRadius) {
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pos.set(pos.x, tiles_y[i] - playerRadius);
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if ((pos.x > tiles_x[i] - tilesize.x/2 && pos.x < tiles_x[i]+tilesize.x/2) && (pos.y < tiles_y[i] + tilesize.y/2 && pos.y > tiles_y[i] - tilesize.y/2)) {
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pos.set(pos.x, tiles_y[i] + tilesize.y/2);
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}
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if ((pos.x > tiles_x[i] - tilesize.x/2 && pos.x < tiles_x[i]+tilesize.x/2) && (pos.y < tiles_y[i] + tilesize.y/2 && pos.y > tiles_y[i] -tilesize.y/2 - playerRadius)) {
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pos.set(pos.x, tiles_y[i] - tilesize.y/2 - 20);
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}
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}
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}
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@ -138,12 +143,17 @@ void jumpToJumpheight() {
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jumpheight = 0;
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}
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}
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// count down jumping cooldown
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void cooldown() {
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if (jumpcooldown > 0) {
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jumpcooldown = jumpcooldown-1;
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float movement;
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float jumpspeed;
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void newJump() {
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movement = gravitation - jumpspeed;
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pos.set(pos.x, pos.y + movement);
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if (jumpspeed > 0) {
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jumpspeed--;
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}
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}
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// actions for moving
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void keyPressed() {
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if (key == CODED)
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@ -160,10 +170,10 @@ void keyPressed() {
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pos.x = pos.x + direction.x * speed;
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//}
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}
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if (keyCode == UP && jumpcooldown == 0)
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if (keyCode == UP)
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{
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//if (directionY<0) {
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jumpheight += 400;
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jumpspeed =+ 25;
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//}
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}
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// else if (keyCode == DOWN)
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