refactoring and polishing
This commit is contained in:
@@ -1,4 +1,3 @@
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export const GAME_COLORS = {
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background: '#e8e2d6',
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basicPlat: '#6c8ae4',
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@@ -1,4 +1,4 @@
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import { updatePlayerPosition, createPlayer } from './gameUtils.js';
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import { updatePlayerPosition, createPlayer } from './player.js';
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import { initPlatforms, moveWorld } from './platforms.js';
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import { GAME_COLORS, PLATFORMS_GAP } from './constants.js';
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@@ -18,10 +18,8 @@ export function isGameOver() {
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export function resetGame() {
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allSprites.remove();
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pendingWorldMove = 0;
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gameOver = false;
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platforms = initPlatforms();
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player = createPlayer();
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}
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@@ -40,6 +38,7 @@ export function updateGame() {
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}
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pendingWorldMove += updatePlayerPosition(player, platforms);
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player.rotation = player.vel.x * 1.5;
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if (pendingWorldMove > PLATFORMS_GAP) {
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const move = Math.min(pendingWorldMove, 5);
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@@ -49,8 +48,6 @@ export function updateGame() {
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player.bounciness = 0;
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}
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player.rotation = player.vel.x * 1.5;
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if (player.y > height) {
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gameOver = true;
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}
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97
src/game/platformTypes.js
Normal file
97
src/game/platformTypes.js
Normal file
@@ -0,0 +1,97 @@
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import { PLAT_TYPE, GAME_COLORS, PLATFORM_WIDHT } from './constants.js';
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function drawBasePlatform(platform) {
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fill(platform.color);
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stroke(0);
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strokeWeight(1);
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rect(0, 0, platform.w, platform.h, 15);
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}
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function drawSpringPlatform() {
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drawBasePlatform(this);
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fill(0);
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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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function drawOneTimePlatform() {
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drawBasePlatform(this);
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stroke(0);
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strokeWeight(1.1);
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noFill();
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const drawCrack = (offsetX) => {
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beginShape();
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vertex(offsetX, -this.h * 0.45);
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vertex(offsetX - this.w * 0.08, -this.h * 0.1);
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vertex(offsetX + this.w * 0.08, this.h * 0.2);
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vertex(offsetX, this.h * 0.45);
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endShape();
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};
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drawCrack(-this.w * 0.25);
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drawCrack(0);
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drawCrack(this.w * 0.25);
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}
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function addMovingBehavior(platform) {
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platform.moveDir = random() < 0.5 ? -1 : 1;
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platform.moveSpeed = random(1, 2);
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platform.update = function () {
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this.x += this.moveDir * this.moveSpeed;
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if (this.x < PLATFORM_WIDHT / 2 || this.x > width - PLATFORM_WIDHT / 2) {
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this.moveDir *= -1;
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}
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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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platform.color = GAME_COLORS.movingPlat;
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platform.draw = function () {
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drawBasePlatform(this);
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};
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addMovingBehavior(platform);
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break;
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case PLAT_TYPE.SPRING:
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platform.color = GAME_COLORS.springPlat;
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platform.draw = drawSpringPlatform;
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break;
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case PLAT_TYPE.ONE_TIME:
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platform.color = GAME_COLORS.oneTimePlat;
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platform.draw = drawOneTimePlatform;
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break;
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default:
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platform.color = GAME_COLORS.basicPlat;
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platform.draw = function () {
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drawBasePlatform(this);
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};
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break;
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}
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}
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export function selectPlatformType(elevation) {
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const r = random();
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switch (true) {
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case elevation >= 800 && r < 0.15:
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return PLAT_TYPE.MOVING;
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case elevation >= 2000 && r < 0.30:
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return PLAT_TYPE.SPRING;
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case elevation >= 4000 && r < 0.45:
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return PLAT_TYPE.ONE_TIME;
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default:
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return PLAT_TYPE.BASIC;
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}
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}
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@@ -1,101 +1,5 @@
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import { PLATFORM_WIDHT, PLATFORM_HEIGHT, PLAT_TYPE, PLATFORMS_GAP, GAME_COLORS } from './constants.js';
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function drawBasePlatform(platform) {
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fill(platform.color);
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stroke(0);
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strokeWeight(1);
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rect(0, 0, platform.w, platform.h, 15);
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}
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function drawSpringPlatform() {
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drawBasePlatform(this);
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fill(0);
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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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function drawOneTimePlatform() {
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drawBasePlatform(this);
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stroke(0);
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strokeWeight(1.1);
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noFill();
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const drawCrack = (offsetX) => {
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beginShape();
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vertex(offsetX, -this.h * 0.45);
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vertex(offsetX - this.w * 0.08, -this.h * 0.1);
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vertex(offsetX + this.w * 0.08, this.h * 0.2);
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vertex(offsetX, this.h * 0.45);
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endShape();
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};
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drawCrack(-this.w * 0.25);
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drawCrack(0);
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drawCrack(this.w * 0.25);
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}
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function addMovingBehavior(platform) {
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platform.moveDir = random() < 0.5 ? -1 : 1;
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platform.moveSpeed = random(1, 2);
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platform.update = function () {
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this.x += this.moveDir * this.moveSpeed;
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if (this.x < PLATFORM_WIDHT / 2 || this.x > width - PLATFORM_WIDHT / 2) {
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this.moveDir *= -1;
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}
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};
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}
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function addTypeSpecifics(platform, type) {
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switch (platform.type) {
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case PLAT_TYPE.MOVING:
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platform.color = GAME_COLORS.movingPlat;
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platform.draw = function () {
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drawBasePlatform(this);
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};
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addMovingBehavior(platform);
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break;
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case PLAT_TYPE.SPRING:
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platform.color = GAME_COLORS.springPlat;
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platform.draw = drawSpringPlatform;
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break;
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case PLAT_TYPE.ONE_TIME:
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platform.color = GAME_COLORS.oneTimePlat;
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platform.draw = drawOneTimePlatform;
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break;
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default:
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platform.color = GAME_COLORS.basicPlat;
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platform.draw = function () {
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drawBasePlatform(this);
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};
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break;
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}
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}
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function selectPlatformType(elevation) {
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const r = random();
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switch (true) {
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case elevation >= 200 && r < 0.15:
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return PLAT_TYPE.ONE_TIME;
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case elevation >= 200 && r < 0.30:
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return PLAT_TYPE.MOVING;
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case elevation >= 200 && r < 0.45:
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return PLAT_TYPE.SPRING;
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default:
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return PLAT_TYPE.BASIC;
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}
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}
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import { addTypeSpecifics, selectPlatformType } from './platformTypes.js';
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function createPlatform(x, y, elevation, type, startingPlatform = false) {
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const platform = new Sprite();
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@@ -2,20 +2,17 @@ import { PLAT_TYPE } from './constants.js';
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export function createPlayer() {
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const player = new Sprite();
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player.x = width / 2;
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player.y = 700;
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player.scale = 0.20;
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player.img = "assets/nubzuki.png";
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player.bounciness = 0;
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player.rotationLock = true;
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player.w = 20;
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player.h = 20;
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player.offset.y = 25;
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player.bounciness = 0;
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player.elevation = 0;
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player.x = width / 2;
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player.y = height - 80;
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return player;
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}
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