2023-10-18 12:20:18 +02:00

188 lines
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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
// jumping related
float speed = 20;
float gravitation = 9.81;
float jumpheight;
float jumpcooldown = 12;
// 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(50, 50);
void setup() {
size(800,800);
frameRate(60);
smooth(4);
}
void draw() {
// rectMode(CENTER);
// rect(50, 50, 100, 50);
// textAlign(CENTER);
// fill(0);
// text("test", 50, 50);
// noFill();
// menu();
play();
helper();
}
boolean ismenu;
void menu() {
rectWithText(width/2, height/2, 100, 50, "test", 40);
}
void rectWithText(float rectX, float rectY, float rectWidth, float rectHeight, String rectText, float ts) {
// rect
rectMode(CENTER);
rect(rectX, rectY, rectWidth, rectHeight);
// text
textSize(ts);
textAlign(CENTER,CENTER);
fill(0);
text(rectText, rectX, rectY);
// stop painting
noFill();
}
void mouseClicked() {
}
// The actual game
void play() {
// calculate actual position on ground
actualPos = height - pos.y;
background(255);
// player
rectMode(CENTER);
rect(pos.x, pos.y, playerRadius, playerRadius);
baseline();
// jumpToJumpheight();
newJump();
collisionTest();
generate_tiles();
helper();
// moveTiles();
}
// This is basically the Level file:
// It consists out of an array, that spawns tiles
// It is also checked in collisionTest()
int[] tiles_x = { 300, 50, 600, 50};
int[] tiles_y = { 500, 50, 600, 200 };
void generate_tiles() {
for (int i = 0; i < tiles_x.length; i++ ) {
rect(tiles_x[i], tiles_y[i], tilesize.x, tilesize.y);
}
}
// TODO Collision erweitern wie in https://happycoding.io/tutorials/processing/collision-detection
void collisionTest() {
// Collision with baseline
if ( pos.y > baseline_y - playerRadius/2 ) {
pos.set(pos.x, baseline_y - playerRadius/2);
}
// Collision with all the tiles bottom site
for (int i = 0; i < tiles_x.length; i++) {
boolean xSideEdges = pos.x > tiles_x[i] - tilesize.x/2 && pos.x < tiles_x[i] + tilesize.x/2;
boolean ySideEdges = pos.y < tiles_y[i] + tilesize.y/2 && pos.y > tiles_y[i] - tilesize.y/2;
// Bottom
if ( (xSideEdges) && (ySideEdges)) {
pos.set(pos.x, tiles_y[i] + tilesize.y/2);
}
// Top
if ( (xSideEdges) && (pos.y < tiles_y[i] + tilesize.y/2 && pos.y > tiles_y[i] - tilesize.y/2 - playerRadius)) {
pos.set(pos.x, tiles_y[i] - tilesize.y/2 - 15);
}
}
}
void moveTiles() {
for (int i = 0; i < tiles_x.length; i++) {
tiles_x[i] = tiles_x[i] - 1;
}
}
int baseline_y = 700;
void baseline() {
line(0, baseline_y, width, baseline_y);
}
float movement;
float jumpspeed;
void newJump() {
movement = gravitation - jumpspeed;
pos.set(pos.x, pos.y + movement);
if (jumpspeed > 0) {
jumpspeed--;
}
}
// actions for moving
void keyPressed() {
if (key == CODED)
{
if (keyCode == LEFT)
{
direction.x = -1;
pos.x = pos.x + direction.x * speed;
}
else if (keyCode == RIGHT)
{
//if (directionX<0) {
direction.x = +1;
pos.x = pos.x + direction.x * speed;
//}
}
if (keyCode == UP)
{
//if (directionY<0) {
jumpspeed =+ 25;
//}
}
// else if (keyCode == DOWN)
// {
// //if (directionY<0) {
// direction.y = +1;
// pos.y = pos.y + direction.y * speed;
// //}
// }
}
}
// Neat helper function, that gives us coordinates of point while clicking
void helper() {
if (mousePressed == true){
println(mouseX, mouseY);
}
}