final revisions and clean up code

This commit is contained in:
2026-05-10 22:36:04 +09:00
parent 2fda28c9f1
commit 33609c3f68
6 changed files with 18 additions and 99 deletions

View File

@@ -113,7 +113,7 @@ The p5 `draw()` function is going at 60fps and doing the following each frame:
}
```
`gameCanvas.setup()` reads this information and draws the game objects from it. This makes it easier to create new levels, change platform positions, text, etc. by only having to update the information on this file.
`gameCanvas.setup()` reads this information and draws the game objects from it. This makes it easier to create new levels, change platform positions, text, etc. by only having to update the information on this file. This was especially useful as one of the more tedious parts of making the game was positioning all the platforms, enemies, and puddles in a way that made sense and was playable. I had to play test my levels a lot to make sure they were playable, not too easy but also not too hard. While my level design is simple it required purposeful positioning of each element within the level and that is someting which this structure made simple enough for me to make bulk and quick changes.
### Svelte stores = shared states
@@ -127,7 +127,7 @@ The p5 `draw()` function is going at 60fps and doing the following each frame:
| `fragmentsCollected` | keeps count of the collected fragment number |
| `unlockedColors` | array of unlocked hex colors per session |
| `gameCompleted` | `true` when all colors are in `unlockedColors` controls some free-explore mode specifications |
| `resetLevel()` | resets the level state after 3 lives are exhausted |
| `resetLevel()` | resets the level state after 3 lives are gone |
| `completeLevel()` | pushes level color into `unlockedColors`|
**quoteStore.js**