scaling & localstorage
- everything scaling now - game-score, game-isRunning and game-playTime now saving in localstorage on game start and end
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6ceccce759
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c8528c945e
3 changed files with 62 additions and 42 deletions
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@ -3,22 +3,24 @@ const BACKGROUND_IMAGE_PATH: string = "resources/htl-steyr-front.jpg";
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const RASPBERRY_IMAGE_PATH: string = "resources/raspberry-rocket.png";
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const FLOOR_IMAGE_PATH: string = "resources/table-min-min.png";
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const FONT_PATH: string = "resources/PressStart2P-Regular.ttf";
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const OBSTACLE_WIDTH: number = 88;
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const OBSTACLE_COUNT: number = 3;
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const BOOST_KEYS = ["k", " "];
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let floorHeight: number;
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let obstacleWidth: number;
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let obstacleOffset: number;
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let font: p5.Font;
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let backgroundImage: p5.Image;
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let pipeImage: p5.Image;
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let floorImage: p5.Image;
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let font: p5.Font;
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let obstacles: Obstacle[] = [];
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let raspberry: Raspberry;
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let paused: boolean;
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let startTime: number;
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let playTime: number;
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let score: number = 0;
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let paused: boolean;
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let hasAlreadyScored: boolean = false;
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let hasDied: boolean = false;
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let hasDied: boolean = true;
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let ready: boolean = true;
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/**
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@ -45,16 +47,17 @@ function setup() {
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/**
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* Sets up the constants needed for the game.
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*/
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function setupObstacleConsts() {
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function setupObstacleConsts(): void {
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obstacleOffset = width / OBSTACLE_COUNT;
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Obstacle.distanceBetweenPipes = height / 2.5
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obstacleWidth = width / 22.727272727272727272;
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Obstacle.distanceBetweenPipes = height / 2.5;
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Obstacle.startX = width;
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}
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/**
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* Set up the font.
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*/
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function setupFont() {
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function setupFont(): void {
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textSize(150);
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textAlign(CENTER);
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textFont(font);
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@ -63,7 +66,7 @@ function setupFont() {
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/**
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* Sets up everything needed for the game.
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*/
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function setupGame() {
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function setupGame(): void {
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paused = true;
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raspberry = new Raspberry(RASPBERRY_IMAGE_PATH);
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setupObstacles();
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@ -72,7 +75,7 @@ function setupGame() {
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/**
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* Clears the obstacles and reinitializes them.
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*/
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function setupObstacles() {
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function setupObstacles(): void {
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obstacles = [];
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instantiateObstacles(OBSTACLE_COUNT);
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obstacles.forEach((obstacle) => obstacle.randomizeHeight());
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@ -82,10 +85,10 @@ function setupObstacles() {
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* Instantiates a certain amount of obstacles.
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* @param number
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*/
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function instantiateObstacles(number: number) {
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function instantiateObstacles(number: number): void {
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for (let i = 0; i < number; i++) {
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obstacles.push(
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new Obstacle(new Position(width + obstacleOffset * i, 0), OBSTACLE_WIDTH, height, pipeImage)
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new Obstacle(new Position(width + obstacleOffset * i, 0), obstacleWidth, height, pipeImage)
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);
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}
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}
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@ -102,7 +105,7 @@ function draw() {
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/**
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* Draws the game's elements.
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*/
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function drawGame() {
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function drawGame(): void {
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drawScenery();
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drawEntities();
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displayScore();
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@ -113,15 +116,15 @@ function drawGame() {
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* - background
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* - floor
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*/
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function drawScenery(){
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background(backgroundImage);
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drawFloor();
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function drawScenery(): void {
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background(backgroundImage);
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drawFloor();
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}
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/**
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* Draws the floor with the corresponding image
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*/
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function drawFloor(){
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function drawFloor(): void {
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push();
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noFill();
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image(floorImage, 0, height - floorHeight, width, floorHeight);
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@ -132,7 +135,7 @@ function drawFloor(){
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/**
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* Draws the game's entities.
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*/
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function drawEntities() {
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function drawEntities(): void {
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raspberry.draw();
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drawObstacles();
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}
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@ -140,7 +143,7 @@ function drawEntities() {
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/**
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* Draws the obstacles.
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*/
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function drawObstacles() {
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function drawObstacles(): void {
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obstacles.forEach((obstacle) => {
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obstacle.draw();
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});
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@ -149,7 +152,7 @@ function drawObstacles() {
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/**
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* Operations for the game's functionality.
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*/
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function gameLoop() {
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function gameLoop(): void {
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if (!paused) {
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collisionCheck(obstacles[0]);
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checkRaspberryScore();
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@ -160,7 +163,7 @@ function gameLoop() {
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* Checks the collision between an obstacle and the raspberry.
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* @param o
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*/
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function collisionCheck(o: Obstacle) {
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function collisionCheck(o: Obstacle): void {
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if (o.collides(raspberry)) {
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die();
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setupGame();
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@ -170,16 +173,27 @@ function collisionCheck(o: Obstacle) {
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/**
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* Timeouts key events.
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*/
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function die() {
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function die(): void {
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ready = false;
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hasDied = true;
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playTime = Date.now() - startTime;
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exportToLocalStorage();
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setTimeout(() => ready = true, 1000);
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}
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/**
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* Exports playTime, Score and if the game is running into localStorage
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*/
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function exportToLocalStorage(){
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localStorage.setItem("game-playTime", String(playTime));
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localStorage.setItem("game-score", String(score));
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localStorage.setItem("game-isRunning", String(!hasDied));
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}
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/**
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* Displays the game score.
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*/
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function displayScore() {
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function displayScore(): void {
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push();
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fill(195, 33, 34);
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text(score, 0, height / 10, width, height);
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@ -189,7 +203,7 @@ function displayScore() {
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/**
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* Updates all objects.
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*/
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function update() {
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function update(): void {
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if (!paused) {
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raspberry.update();
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}
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@ -206,8 +220,8 @@ function update() {
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* Check if obstacle positions should be reset and reset if so
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* @param obstacle obstacle to check
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*/
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function checkObstacleReset(obstacle: Obstacle) {
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if (obstacle.position.x < -OBSTACLE_WIDTH) {
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function checkObstacleReset(obstacle: Obstacle): void {
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if (obstacle.position.x < -obstacleWidth) {
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obstacle.resetPosition();
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obstacles.shift();
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obstacles.push(obstacle);
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@ -218,7 +232,7 @@ function checkObstacleReset(obstacle: Obstacle) {
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/**
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* Check if the raspberry should score and set score
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*/
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function checkRaspberryScore() {
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function checkRaspberryScore(): void {
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if ((obstacles[0].position.x + obstacles[0].width / 2) < (raspberry.position.x + raspberry.width / 2)
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&& !hasAlreadyScored) {
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score += 1;
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@ -234,6 +248,8 @@ function resetScore(): void {
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hasDied = false;
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score = 0;
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hasAlreadyScored = false;
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startTime = Date.now();
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exportToLocalStorage();
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}
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}
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@ -4,7 +4,7 @@
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class Obstacle extends Entity implements Collidable {
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private pipeTop: Pipe;
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private pipeBottom: Pipe;
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private readonly padding: number = 150;
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private readonly padding: number;
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private readonly speed: number = 3;
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private static _distanceBetweenPipes: number;
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@ -27,6 +27,7 @@ class Obstacle extends Entity implements Collidable {
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*/
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constructor(position: Position, obstacleWidth: number, obstacleHeight: number, image: p5.Image) {
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super(position, obstacleWidth, obstacleHeight, 0);
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this.padding = height / 6.6666666666666666;
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this.createPipes(position, obstacleHeight, obstacleWidth, image);
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}
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@ -6,13 +6,13 @@ class Raspberry extends Entity {
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* Amount of lift applied when boosting.
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* @private
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*/
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private readonly lift: number = -20;
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private readonly lift: number = -15;
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/**
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* Gravity applied.
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* @private
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*/
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private readonly gravity: number = 1.314159265358979323846264338;
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private readonly gravity: number = 0.45;
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/**
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* Current speed.
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@ -36,19 +36,25 @@ class Raspberry extends Entity {
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* Maximum velocity, so the raspberry doesn't get to infinite speed when boosting.
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* @private
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*/
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private static readonly maxVelocity: number = 100;
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private static readonly maxVelocity: number = 75;
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/**
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* Width.
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* @private
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*/
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private static readonly WIDTH: number = 180;
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private static width: number;
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/**
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* Height.
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* @private
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*/
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private static readonly HEIGHT: number = 70;
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private static height: number;
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/**
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* Offset off of the floor so that the raspberry looks like it's falling on the floor
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* @private
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*/
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private static bottomFloorOffset: number;
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/**
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* Color.
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@ -56,12 +62,6 @@ class Raspberry extends Entity {
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*/
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private static readonly FILL: number = 0;
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/**
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* Offset off of the floor so that the raspberry looks like it's falling on the floor
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* @private
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*/
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private static BOTTOM_FLOOR_OFFSET: number;
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//region Getter & Setter
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/**
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@ -102,8 +102,11 @@ class Raspberry extends Entity {
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*/
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constructor(image: string) {
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Raspberry.position = new Position(width / 6, height / 2);
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super(Raspberry.position, Raspberry.WIDTH, Raspberry.HEIGHT, Raspberry.FILL);
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Raspberry.BOTTOM_FLOOR_OFFSET = (height / 5) - (height / 15 / 2);
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Raspberry.height = height / 14.2857142857142857;
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Raspberry.width = width / 11.1111111111111111;
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super(Raspberry.position, Raspberry.width, Raspberry.height, Raspberry.FILL);
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Raspberry.bottomFloorOffset = (height / 5) - (height / 15 / 2);
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this.image = image;
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}
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@ -148,8 +151,8 @@ class Raspberry extends Entity {
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* @private
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*/
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private boundaryBottom(): void {
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if (this.position.y + this.height + Raspberry.BOTTOM_FLOOR_OFFSET > height) {
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this.position.y = height - this.height - Raspberry.BOTTOM_FLOOR_OFFSET;
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if (this.position.y + this.height + Raspberry.bottomFloorOffset > height) {
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this.position.y = height - this.height - Raspberry.bottomFloorOffset;
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this.velocity = 0;
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}
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}
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