finish level 1

This commit is contained in:
nadiarvi 2025-05-10 01:02:21 +09:00
parent bd6d88e912
commit 341ca4f9a7
9 changed files with 695 additions and 106 deletions

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public/assets/flag.png Normal file

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57
src/Flag.js Normal file
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@ -0,0 +1,57 @@
export class Flag {
constructor(x, y, targetSize) {
// props
this.x = x;
this.y = y;
this.targetSize = targetSize;
this.sprite = null;
this.loaded = false;
this.size = 0;
// Load the flag image
loadImage('assets/flag.png', (img) => {
this.size = img.height;
this.sprite = new Sprite(
this.x,
this.y - this.size * 0.8,
this.size,
this.size,
"dynamic"
);
this.sprite.layer = -1;
this.sprite.spriteSheet = img;
this.sprite.addAnis({
default: { row: 0, frames: 5 },
});
this.sprite.anis.frameDelay = 8;
this.sprite.changeAni("default");
// Scale the sprite to match target size
const scale = this.targetSize / img.height;
this.sprite.scale = scale;
// Set sprite properties
this.sprite.collider = 'static';
this.loaded = true;
});
}
update() {
if (this.isLoaded) {
this.sprite.position.x = this.x;
this.sprite.position.y = this.y;
}
}
draw() {
if (this.isLoaded) {
drawSprite(this.sprite);
}
}
debug() {
console.log(`Flag position: x=${this.x}, y=${this.y}`);
console.log(`Flag loaded: ${this.isLoaded}`);
}
}

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@ -2,7 +2,6 @@ export class Cat {
constructor(x, y, targetSize, groundRef, obstacleRefs, worldBlockSize) {
this.x = x;
this.y = y;
// this.size = 171;
this.size = 0;
this.targetSize = targetSize;
this.sprite = null;
@ -19,21 +18,18 @@ export class Cat {
this.currentStepIndex = 0;
this.isMoving = false;
this.stepTimer = 0;
this.stepDuration = 40; // frames to complete one movement
this.stepDuration = 40;
this.moveDirection = null;
this.lastDirection = null;
this.hasJumped = false;
loadImage('assets/cat.webp', (img) => {
// debugging
// console.log(`loaded image size: ${img.width} x ${img.height}`);
// console.log(`one sprite size: ${img.height / 5}`);
this.size = img.height / 5;
this.sprite = new Sprite(this.x, this.y, this.size, this.size, 'dynamic');
this.sprite.rotationLock = true;
this.sprite.bounciness = 0;
this.sprite.bounciness = 0.1;
this.sprite.spriteSheet = img;
this.sprite.anis.offset.y = 3;
this.sprite.anis.frameDelay = 8;
@ -51,9 +47,8 @@ export class Cat {
this.sprite.scale = scaleFactor;
this.shiftOffset = this.targetSize - this.sprite.width * this.sprite.scale;
this.sprite.anis.offset.x = this.shiftOffset + 50;
// this.sprite.anis.offset.x = 100;
this.sprite.anis.offset.x = this.shiftOffset + this.targetSize / 4;
// this.sprite.anis.offset.x = this.targetSize / 4;
this.loaded = true;
});
@ -72,17 +67,6 @@ export class Cat {
this._handleInput();
};
// update() {
// if (!this.sprite || this.steps.length === 0) return;
// if (this.isMoving) {
// this._continueMovement();
// } else if (this.currentStepIndex < this.steps.length) {
// this._startMovement(this.steps[this.currentStepIndex]);
// }
// }
run(steps) {
this.steps = steps.map(e => e.direction);
this.currentStepIndex = 0;
@ -90,7 +74,6 @@ export class Cat {
}
_startMovement(direction) {
// const blockSize = 100;
this.moveDirection = direction;
this.stepTimer = 0;
this.isMoving = true;
@ -141,7 +124,6 @@ export class Cat {
_checkPlatform() {
if (!this.sprite) return false;
// if (this.ground && this.sprite.colliding(this.ground)) return true;
if (this.ground && Array.isArray(this.ground)) {
for (let block of this.ground) {
@ -156,59 +138,6 @@ export class Cat {
}
return false;
}
// _continueMovement() {
// this.stepTimer++;
// // let isOnPlatform = false;
// let isOnPlatform = this._checkPlatform(); // Use existing _checkPlatform method instead
// if (this.ground && this.sprite.colliding(this.ground)) {
// isOnPlatform = true;
// }
// if (this.obstacles && Array.isArray(this.obstacles)) {
// for (let block of this.obstacles) {
// if (this.sprite.colliding(block)) {
// isOnPlatform = true;
// break;
// }
// }
// }
// if (this.moveDirection === 'right') {
// this.sprite.vel.x = 3;
// this.lastDirection = 'right';
// }
// if (this.moveDirection === 'left') {
// this.sprite.vel.x = -3;
// this.lastDirection = 'left';
// }
// if (this.moveDirection === 'up' && isOnPlatform && !this.hasJumped) {
// this.sprite.vel.y = -20;
// // use lastDirection to add horizontal push
// if (this.lastDirection === 'right') {
// this.sprite.vel.x = 3;
// } else if (this.lastDirection === 'left') {
// this.sprite.vel.x = -3;
// } else {
// this.sprite.vel.x = 0; // jump straight up
// }
// }
// this.hasJumped = true;
// if (this.stepTimer >= this.stepDuration) {
// this.isMoving = false;
// this.currentStepIndex++;
// this.sprite.vel.x = 0;
// this.changeAni('i');
// }
// }
_continueMovement() {
this.stepTimer++;
@ -260,15 +189,11 @@ export class Cat {
if (!this.sprite) return null;
// Reset position to initial coordinates (from constructor)
this.sprite.x = this.x;
this.sprite.y = this.y;
// Reset velocities
this.sprite.vel.x = 0;
this.sprite.vel.y = 0;
// Reset movement states
this.steps = [];
this.currentStepIndex = 0;
this.isMoving = false;
@ -277,7 +202,6 @@ export class Cat {
this.targetX = null;
this.targetY = null;
// Reset animation
this.changeAni('i');
setTimeout(() => {
@ -299,15 +223,12 @@ export class Cat {
noFill();
stroke(255);
strokeWeight(1);
// let w = this.sprite.width * this.sprite.scale;
// let h = this.sprite.height * this.sprite.scale;
let w = this.sprite.width;
let h = this.sprite.height;
// console.log(`sprite's actual dimension: ${w}x${h}`);
rectMode(CENTER);
// rect(this.sprite.x, this.sprite.y, w, h);
rect(this.sprite.x, this.sprite.y, w, h);
};
changeAni(key) {

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@ -1,8 +1,10 @@
import { colors } from './utils/theme.js';
import { Arrow } from './components/Arrow.js';
import { ClickableArrow } from './components/ClickableArrow.js';
import StartScene from './scenes/startScene.js';
import GameScene from './scenes/gameScene.js';
import { ClickableArrow } from './components/ClickableArrow.js';
import Level1 from './scenes/lvl1.js';
let mgr;
@ -16,7 +18,8 @@ function setup(){
mgr = new SceneManager();
mgr.addScene(StartScene);
mgr.addScene(GameScene);
mgr.showScene(GameScene);
mgr.addScene(Level1);
mgr.showScene(Level1);
};
function draw(){

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@ -1,20 +1,19 @@
import { colors } from '../utils/theme.js';
import { Cat } from '../cat.js';
import { buttonS } from '../utils/theme.js';
import { buttonS, buttonM, buttonL } from '../utils/theme.js';
import { MyButton } from '../utils/components.js';
import { ClickableArrow } from '../components/ClickableArrow.js';
import { ControlPanel } from '../components/controlPanel.js';
import { Flag } from "../Flag.js";
export default function GameScene() {
// for ground
let ground;
let blocksGround = [];
let blockSprites = [];
let restart = false;
const catSize = 150;
const catSize = 155;
const worldBlockSize = 125;
const groundHeight = worldBlockSize;
// const worldHeight = windowHeight - groundHeight;
@ -31,13 +30,20 @@ export default function GameScene() {
];
let cat;
let flag;
let runButton;
let nextButton;
let exitButton;
let blocks;
let steps;
let loops;
let clickArrow;
// let loops;
// let clickArrow;
let clicked;
// let clicked;
let levelFinished = false;
let selectedStepIndex = null;
@ -50,9 +56,6 @@ export default function GameScene() {
let selectedSteps;
let selectedBlock;
// selectedSteps = ['up', 'right', 'up', 'up', 'right', 'down'];
// selectedSteps = selectedSteps.map((e) => new ClickableArrow(e, true));
const slots = {
blocks: 2,
steps: 8,
@ -71,6 +74,15 @@ export default function GameScene() {
onPress: () => this.startGame(),
});
nextButton = new MyButton({
x: width / 2,
y: height / 2.5,
text: "next",
mode: "CENTER",
style: buttonM,
onPress: () => console.log(`redirect to next game`),
});
blocks = new ControlPanel({
name: 'blocks',
x: width / 32 * 7,
@ -94,12 +106,14 @@ export default function GameScene() {
// numBoxes: slots.loops,
// });
flag = new Flag(12 * worldBlockSize, height - worldBlockSize * 4, catSize * 0.75);
for (let i = 0; i < width; i += worldBlockSize) {
let b = new Sprite(
i + worldBlockSize / 2, // x position for each block
height - groundHeight / 2, // y position
worldBlockSize, // width of each block
worldBlockSize, // height of each block
i + worldBlockSize / 2,
height - groundHeight / 2,
worldBlockSize,
worldBlockSize,
'static'
);
const i_cnt = Math.floor(i / worldBlockSize);
@ -126,8 +140,7 @@ export default function GameScene() {
}
}
// Cat sprite
// cat = new Cat(width / 4, height - catSize * 13/12, catSize, blocksGround, blockSprites);
// Sprites
cat = new Cat(2.25 * worldBlockSize, height - catSize * 13/12, catSize, blocksGround, blockSprites, worldBlockSize);
};
@ -142,10 +155,36 @@ export default function GameScene() {
text('lvl.1', width / 32, height /32 - 4);
runButton.draw();
flag.draw();
blocks.draw();
steps.draw();
// loops.draw();
cat.draw();
if (cat.sprite && flag.sprite) {
if (cat.sprite.overlaps(flag.sprite)) {
levelFinished = true;
};
};
if (!levelFinished) {
// draw the overlay
push();
fill(35, 20, 45, 190);
rectMode(CORNER);
rect(0, 0, width, height);
textAlign(CENTER, CENTER);
textSize(128)
fill(colors.tertiary);
stroke(colors.secondary);
strokeWeight(10);
text("~lvl 1 DONE!~", width / 2, height / 4);
// draw button
nextButton.draw();
pop();
}
};
this.onResize = () => {
@ -203,4 +242,28 @@ export default function GameScene() {
cat.run(steps.contents);
restart = true;
}
this.exit = function () {
// Remove cat sprite
if (cat) {
cat.remove();
}
// Remove flag sprite
if (flag && flag.sprite) {
flag.sprite.remove();
}
// Remove ground blocks
blocksGround.forEach(block => {
if (block) block.remove();
});
blocksGround = [];
// Remove obstacle blocks
blockSprites.forEach(block => {
if (block) block.remove();
});
blockSprites = [];
};
}

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src/scenes/lvl1.js Normal file
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@ -0,0 +1,270 @@
import { colors } from '../utils/theme.js';
import { Cat } from '../cat.js';
import { buttonS, buttonM, buttonL } from '../utils/theme.js';
import { MyButton } from '../utils/components.js';
import { ClickableArrow } from '../components/ClickableArrow.js';
import { ControlPanel } from '../components/controlPanel.js';
import { Flag } from "../Flag.js";
import Level2 from "./lvl2.js";
export default function Level1() {
let blocksGround = [];
let blockSprites = [];
let restart = false;
const catSize = 155;
const worldBlockSize = 125;
const groundHeight = worldBlockSize;
// const worldHeight = windowHeight - groundHeight;
const maxIdx = {
x: Math.ceil(windowWidth / worldBlockSize),
y: Math.floor(windowHeight / worldBlockSize)
}
const obstacle = [
...Array(maxIdx.y - 3 - 1).fill(...Array(maxIdx.x).fill(0)),
[...Array(9).fill(0), ...Array(maxIdx.x - 9).fill(1)],
[...Array(7).fill(0), ...Array(maxIdx.x - 7).fill(1)],
[...Array(5).fill(0), ...Array(maxIdx.x - 5).fill(1)],
];
let cat;
let flag;
let runButton;
let nextButton;
let exitButton;
let blocks;
let steps;
// let loops;
// let clickArrow;
// let clicked;
let levelFinished = false;
let selectedStepIndex = null;
const buildingBlocks = [
new ClickableArrow('up', false),
new ClickableArrow('right', false),
];
// changed on user input
let selectedSteps;
let selectedBlock;
const slots = {
blocks: 2,
steps: 8,
loop: 3,
}
this.name = "GameScene";
this.setup = () => {
runButton = new MyButton({
x: (width / 32) * 28.5,
y: height / 32,
text: "run >>",
mode: "CORNER",
style: buttonS,
onPress: () => this.startGame(),
});
nextButton = new MyButton({
x: width / 2,
y: height / 2.5,
text: "next",
mode: "CENTER",
style: buttonM,
onPress: () => this.sceneManager.showScene(Level2),
});
blocks = new ControlPanel({
name: 'blocks',
x: width / 32 * 7,
y: height / 32,
numBoxes: slots.blocks,
});
blocks.setContents(buildingBlocks);
steps = new ControlPanel({
name: 'steps',
x: width / 32 * 7 + 48 * (slots.blocks + 1),
y: height / 32,
numBoxes: slots.steps,
});
// loops = new ControlPanel({
// name: 'loop',
// x: width / 32 * 7 + 48 * (slots.blocks + slots.steps + 2.75),
// y: height / 32,
// numBoxes: slots.loops,
// });
flag = new Flag(12 * worldBlockSize, height - worldBlockSize * 4, catSize * 0.75);
for (let i = 0; i < width; i += worldBlockSize) {
let b = new Sprite(
i + worldBlockSize / 2,
height - groundHeight / 2,
worldBlockSize,
worldBlockSize,
'static'
);
const i_cnt = Math.floor(i / worldBlockSize);
b.color = (i_cnt % 2) === 0 ? color(colors.secondary) : color(colors.darkRed);
b.strokeWeight = 5;
b.stroke = (i_cnt % 2) === 0 ? color(colors.darkRed) : color(colors.darkRed);
blocksGround.push(b);
}
// Obstacles (physical)
for (let y = windowHeight - groundHeight - 2; y > 0; y -= worldBlockSize) {
for (let x = 0; x < width; x += worldBlockSize) {
const x_cnt = Math.floor(x / worldBlockSize);
const y_cnt = Math.floor(y / worldBlockSize);
const isObs = obstacle[y_cnt] && obstacle[y_cnt][x_cnt];
if (isObs) {
let b = new Sprite(x + worldBlockSize / 2, y + worldBlockSize / 2, worldBlockSize, worldBlockSize, 'static');
b.color = (x_cnt + y_cnt) % 2 === 0 ? color(colors.tertiary) : color(colors.accent);
b.strokeWeight = 0;
blockSprites.push(b);
}
}
}
// Sprites
cat = new Cat(2.25 * worldBlockSize, height - catSize * 13/12, catSize, blocksGround, blockSprites, worldBlockSize);
};
this.draw = () => {
background(colors.primary);
fill(colors.tertiary);
textSize(128);
stroke(colors.secondary);
strokeWeight(7);
textAlign(LEFT, TOP);
text('lvl.1', width / 32, height /32 - 4);
runButton.draw();
flag.draw();
blocks.draw();
steps.draw();
// loops.draw();
cat.draw();
if (cat.sprite && flag.sprite) {
if (cat.sprite.overlaps(flag.sprite)) {
levelFinished = true;
};
};
if (levelFinished) {
// draw the overlay
push();
fill(35, 20, 45, 190);
rectMode(CORNER);
rect(0, 0, width, height);
textAlign(CENTER, CENTER);
textSize(128)
fill(colors.tertiary);
stroke(colors.secondary);
strokeWeight(10);
text("~lvl 1 DONE!~", width / 2, height / 4);
// draw button
nextButton.draw();
pop();
}
};
this.onResize = () => {
cat.setPosition(width / 2, height - 177.5);
runButton.setPosition((width / 16) * 15, height / 16);
blocks.setPosition(width / 32, height / 32);
steps.setPosition((width / 32) * 4, height / 32);
}
this.keyPressed = () => {
console.log(`key: ${key}, keyCode: ${keyCode}`);
const _key = key;
console.log(`key passed: ${_key}`);
if (keyCode === ESCAPE) {
// Deselect the currently selected arrow if any
if (selectedStepIndex !== null && steps.contents[selectedStepIndex]) {
steps.contents[selectedStepIndex].selected = false;
}
selectedStepIndex = null;
} else {
cat.keyPressed(key);
}
}
this.mousePressed = function() {
// console.log(`canvas clicked at ${mouseX}, ${mouseY}`);
steps.contents.forEach((arrow, index) => {
if (arrow._isMouseOver(mouseX, mouseY)) {
selectedStepIndex = index;
steps.contents.forEach(a => a.selected = false);
arrow.select();
}
});
blocks.contents.forEach((arrow) => {
if (arrow._isMouseOver(mouseX, mouseY)) {
// console.log("Clicked arrow", arrow.direction);
if (selectedStepIndex !== null) {
const selectedArrow = steps.contents[selectedStepIndex];
selectedArrow.set(arrow.direction);
selectedArrow.clickable = true;
selectedArrow.selected = false;
selectedStepIndex = null;
}
}
});
};
this.startGame = () => {
if (restart) cat.restart();
cat.run(steps.contents);
restart = true;
};
this.exit = function () {
// Remove cat sprite
if (cat) {
cat.remove();
}
// Remove flag sprite
if (flag && flag.sprite) {
flag.sprite.remove();
}
// Remove ground blocks
blocksGround.forEach(block => {
if (block) block.remove();
});
blocksGround = [];
// Remove obstacle blocks
blockSprites.forEach(block => {
if (block) block.remove();
});
blockSprites = [];
};
}

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src/scenes/lvl2.js Normal file
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@ -0,0 +1,269 @@
import { colors } from '../utils/theme.js';
import { Cat } from '../cat.js';
import { buttonS, buttonM, buttonL } from '../utils/theme.js';
import { MyButton } from '../utils/components.js';
import { ClickableArrow } from '../components/ClickableArrow.js';
import { ControlPanel } from '../components/controlPanel.js';
import { Flag } from "../Flag.js";
export default function Level2() {
let blocksGround = [];
let blockSprites = [];
let restart = false;
const catSize = 155;
const worldBlockSize = 125;
const groundHeight = worldBlockSize;
// const worldHeight = windowHeight - groundHeight;
const maxIdx = {
x: Math.ceil(windowWidth / worldBlockSize),
y: Math.floor(windowHeight / worldBlockSize)
}
const obstacle = [
...Array(maxIdx.y - 3 - 1).fill(...Array(maxIdx.x).fill(0)),
[...Array(9).fill(0), ...Array(maxIdx.x - 9).fill(1)],
[...Array(7).fill(0), ...Array(maxIdx.x - 7).fill(1)],
[...Array(5).fill(0), ...Array(maxIdx.x - 5).fill(1)],
];
let cat;
let flag;
let runButton;
let nextButton;
let exitButton;
let blocks;
let steps;
// let loops;
// let clickArrow;
// let clicked;
let levelFinished = false;
let selectedStepIndex = null;
const buildingBlocks = [
new ClickableArrow('up', false),
new ClickableArrow('right', false),
];
// changed on user input
let selectedSteps;
let selectedBlock;
const slots = {
blocks: 2,
steps: 8,
loop: 3,
}
this.name = "GameScene";
this.setup = () => {
runButton = new MyButton({
x: (width / 32) * 28.5,
y: height / 32,
text: "run >>",
mode: "CORNER",
style: buttonS,
onPress: () => this.startGame(),
});
nextButton = new MyButton({
x: width / 2,
y: height / 2.5,
text: "next",
mode: "CENTER",
style: buttonM,
onPress: () => console.log(`redirect to next game`),
});
blocks = new ControlPanel({
name: 'blocks',
x: width / 32 * 7,
y: height / 32,
numBoxes: slots.blocks,
});
blocks.setContents(buildingBlocks);
steps = new ControlPanel({
name: 'steps',
x: width / 32 * 7 + 48 * (slots.blocks + 1),
y: height / 32,
numBoxes: slots.steps,
});
// loops = new ControlPanel({
// name: 'loop',
// x: width / 32 * 7 + 48 * (slots.blocks + slots.steps + 2.75),
// y: height / 32,
// numBoxes: slots.loops,
// });
flag = new Flag(12 * worldBlockSize, height - worldBlockSize * 4, catSize * 0.75);
for (let i = 0; i < width; i += worldBlockSize) {
let b = new Sprite(
i + worldBlockSize / 2,
height - groundHeight / 2,
worldBlockSize,
worldBlockSize,
'static'
);
const i_cnt = Math.floor(i / worldBlockSize);
b.color = (i_cnt % 2) === 0 ? color(colors.secondary) : color(colors.darkRed);
b.strokeWeight = 5;
b.stroke = (i_cnt % 2) === 0 ? color(colors.darkRed) : color(colors.darkRed);
blocksGround.push(b);
}
// Obstacles (physical)
for (let y = windowHeight - groundHeight - 2; y > 0; y -= worldBlockSize) {
for (let x = 0; x < width; x += worldBlockSize) {
const x_cnt = Math.floor(x / worldBlockSize);
const y_cnt = Math.floor(y / worldBlockSize);
const isObs = obstacle[y_cnt] && obstacle[y_cnt][x_cnt];
if (isObs) {
let b = new Sprite(x + worldBlockSize / 2, y + worldBlockSize / 2, worldBlockSize, worldBlockSize, 'static');
b.color = (x_cnt + y_cnt) % 2 === 0 ? color(colors.tertiary) : color(colors.accent);
b.strokeWeight = 0;
blockSprites.push(b);
}
}
}
// Sprites
cat = new Cat(2.25 * worldBlockSize, height - catSize * 13/12, catSize, blocksGround, blockSprites, worldBlockSize);
};
this.draw = () => {
background(colors.primary);
fill(colors.tertiary);
textSize(128);
stroke(colors.secondary);
strokeWeight(7);
textAlign(LEFT, TOP);
text('lvl.2', width / 32, height /32 - 4);
runButton.draw();
flag.draw();
blocks.draw();
steps.draw();
// loops.draw();
cat.draw();
if (cat.sprite && flag.sprite) {
if (cat.sprite.overlaps(flag.sprite)) {
levelFinished = true;
};
};
if (levelFinished) {
// draw the overlay
push();
fill(35, 20, 45, 190);
rectMode(CORNER);
rect(0, 0, width, height);
textAlign(CENTER, CENTER);
textSize(128)
fill(colors.tertiary);
stroke(colors.secondary);
strokeWeight(10);
text("~lvl 2 DONE!~", width / 2, height / 4);
// draw button
nextButton.draw();
pop();
}
};
this.onResize = () => {
cat.setPosition(width / 2, height - 177.5);
runButton.setPosition((width / 16) * 15, height / 16);
blocks.setPosition(width / 32, height / 32);
steps.setPosition((width / 32) * 4, height / 32);
}
this.keyPressed = () => {
console.log(`key: ${key}, keyCode: ${keyCode}`);
const _key = key;
console.log(`key passed: ${_key}`);
if (keyCode === ESCAPE) {
// Deselect the currently selected arrow if any
if (selectedStepIndex !== null && steps.contents[selectedStepIndex]) {
steps.contents[selectedStepIndex].selected = false;
}
selectedStepIndex = null;
} else {
cat.keyPressed(key);
}
}
this.mousePressed = function() {
// console.log(`canvas clicked at ${mouseX}, ${mouseY}`);
steps.contents.forEach((arrow, index) => {
if (arrow._isMouseOver(mouseX, mouseY)) {
selectedStepIndex = index;
steps.contents.forEach(a => a.selected = false);
arrow.select();
}
});
blocks.contents.forEach((arrow) => {
if (arrow._isMouseOver(mouseX, mouseY)) {
// console.log("Clicked arrow", arrow.direction);
if (selectedStepIndex !== null) {
const selectedArrow = steps.contents[selectedStepIndex];
selectedArrow.set(arrow.direction);
selectedArrow.clickable = true;
selectedArrow.selected = false;
selectedStepIndex = null;
}
}
});
};
this.startGame = () => {
if (restart) cat.restart();
cat.run(steps.contents);
restart = true;
};
this.exit = function () {
// Remove cat sprite
if (cat) {
cat.remove();
}
// Remove flag sprite
if (flag && flag.sprite) {
flag.sprite.remove();
}
// Remove ground blocks
blocksGround.forEach(block => {
if (block) block.remove();
});
blocksGround = [];
// Remove obstacle blocks
blockSprites.forEach(block => {
if (block) block.remove();
});
blockSprites = [];
};
}

View File

@ -1,5 +1,5 @@
export class MyButton {
constructor({ x, y, text, mode = "CORNER", style = {}, onPress = null }) {
constructor({ x, y, text, mode = "CORNER", style = {}, onPress = null, size = 'small' }) {
this.button = new Clickable();
// Apply layout
@ -36,5 +36,4 @@ export class MyButton {
setPosition(x, y) {
this.button.locate(x, y);
}
};
};

View File

@ -21,6 +21,13 @@ const buttonL = {
textSize: 32,
};
const buttonM = {
...button,
width: 200,
height: 60,
textSize: 26,
strokeWeight: 3,
};
const buttonS = {
...button,
@ -30,4 +37,4 @@ const buttonS = {
strokeWeight: 3,
};
export { colors, buttonL, buttonS };
export { colors, buttonL, buttonM, buttonS };