2023-10-19 00:50:32 +02:00

114 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);
int[][] level;
int test = 0;
// 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);
moveTiles();
baseline();
// jumpToJumpheight();
newJump();
collisionTest();
generate_tiles();
helper();
// moveTiles();
menuButton();
fill(0);
text(test, 700, 50);
test = test+3;
fill(255);
}
// 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 < 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;
// 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);
}
}
}
int screenoffset = 0;
void moveTiles() {
for (int i = 0; i < level.length; i++) {
level[i][0] = level[i][0] - 3;
screenoffset++;
}
}
void moveTilesBack() {
for (int i = 0; i < level.length; i++) {
level[i][0] = level[i][0] + test;
}
test = 0;
}
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--;
}
}