2023-10-22 22:58:49 +02:00

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//TODO
//- Start Screen
//- Level Editor (click with mouse spawns or deletes tiles)
// - Hotkey to slide the window right and left
// - Find a way to make menus
//- Movement berechnen mit move = gravitation - speed
// - Jump als Zahl, die langsam kleiner wird
//
// Make Colission better:
// - https://happycoding.io/tutorials/processing/collision-detection
// jumping related
float speed = 20;
float gravitation = 9.81;
float jumpheight;
boolean canjump = true;
// for moving x-axis (mostly depracted)
// But dont delete yet!!
// PVector direction = new PVector(0,0);
PVector pos = new PVector(220, 50);
int playerRadius = 25;
// float actualPos;
PVector tilesize = new PVector(100, 50);
int[][] level;
int tilesmoved = 0;
int tilespeed = 4;
// The actual game
void play() {
// calculate actual position on ground
// actualPos = height - pos.y;
// player
rectMode(CENTER);
rect(pos.x, pos.y, playerRadius, playerRadius);
moveTiles(tilespeed);
baseRect();
newJump();
collisionTest();
generate_tiles();
helper();
menuButton();
fill(0);
text(tilesmoved, 700, 50);
tilesmoved = tilesmoved + tilespeed;
fill(255);
}
void moveTiles(int tilesspeed) {
for (int i = 0; i < level.length; i++) {
level[i][0] = level[i][0] - tilesspeed;
}
}
void moveTilesBack(int tilespeed) {
for (int i = 0; i < level.length; i++) {
level[i][0] = level[i][0] + tilesmoved;
}
tilesmoved = 0;
}
// Handles Jumping
float movement;
float jumpspeed;
void newJump() {
movement = gravitation - jumpspeed;
pos.set(pos.x, pos.y + movement);
if (jumpspeed > 0) {
jumpspeed--;
}
}
// This is an absolute mess
// TODO Collision erweitern wie in https://happycoding.io/tutorials/processing/collision-detection
void collisionTest() {
// Collision with baseline
if ( pos.y > 0.850*height - playerRadius/2 ) {
pos.set(pos.x, 0.850*height - playerRadius/2);
canjump = true;
}
// Collision with all the tiles bottom site
for (int i = 0; i < level.length; i++) {
boolean xSideEdges = pos.x > level[i][0] - tilesize.x/2 && pos.x < level[i][0] + tilesize.x/2;
boolean ySideEdges = pos.y < level[i][1] + tilesize.y/2 && pos.y > level[i][1] - tilesize.y/2;
if (level[i][4] == 0) {
// Bottom
if ( (xSideEdges) && (ySideEdges)) {
pos.set(pos.x, level[i][1] + tilesize.y/2);
}
// Top
if ( (xSideEdges) && (pos.y < level[i][1] + tilesize.y/2 && pos.y > level[i][1] - tilesize.y/2 - playerRadius)) {
pos.set(pos.x, level[i][1] - tilesize.y/2 - 15);
canjump = true;
}
}
}
}