last polishing of code
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@@ -8,12 +8,9 @@ let platforms;
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let pendingWorldMove = 0;
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let gameOver = false;
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export function getScore() {
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return (player?.elevation ?? 0) / PLATFORMS_GAP * 10;
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}
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export function isGameOver() {
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return gameOver;
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export function initializeGame() {
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world.gravity.y = 10;
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resetGame();
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}
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export function resetGame() {
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@@ -24,11 +21,6 @@ export function resetGame() {
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player = createPlayer();
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}
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export function initializeGame() {
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world.gravity.y = 10;
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resetGame();
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}
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export function updateGame() {
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clear();
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background(GAME_COLORS.background);
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@@ -40,6 +32,7 @@ export function updateGame() {
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pendingWorldMove += movePlayer(player, platforms);
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player.rotation = player.vel.x * 1.5;
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// move
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if (pendingWorldMove > PLATFORMS_GAP) {
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const move = Math.min(pendingWorldMove, 5);
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pendingWorldMove -= move;
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@@ -57,3 +50,12 @@ export function updateGame() {
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textAlign(RIGHT);
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text(getScore(), width - 20, 50);
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}
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export function getScore() {
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return (player?.elevation ?? 0) / PLATFORMS_GAP * 10;
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}
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export function isGameOver() {
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return gameOver;
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}
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@@ -14,7 +14,6 @@ function drawSpringPlatform() {
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noStroke();
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textAlign(CENTER, CENTER);
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textSize(15);
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//textStyle(BOLD);
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text('⮝ ⮝ ⮝', 0, 2);
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textStyle(NORMAL);
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}
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@@ -51,8 +50,6 @@ function addMovingBehavior(platform) {
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};
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}
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export function addTypeSpecifics(platform, type) {
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switch (platform.type) {
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case PLAT_TYPE.MOVING:
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@@ -20,7 +20,6 @@ export function createPlayer() {
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function handleJump(player, platform) {
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let elevationGain = 0;
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if (player.elevation < platform.elevation) {
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elevationGain = platform.elevation - player.elevation;
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@@ -52,7 +51,6 @@ export function movePlayer(player, platforms) {
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player.vel.x = 5;
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}
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// Wrap horizontally
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if (player.x > width) {
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player.x = 0;
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