angle fix and background
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468006bb47
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docs/assets/images/level_2.png
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BIN
docs/assets/images/level_2.png
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After Width: | Height: | Size: 9.3 KiB |
@ -4,7 +4,8 @@ page_preloader.show(true);
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images = [
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"assets/images/",
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"level.png"
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"level.png",
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"level_2.png"
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];
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audio = [
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@ -72,6 +73,7 @@ function draw() {
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case globalStates.playing:
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camera.zoom = 1;
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drawWorldBlocks();
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imgIgnoreCutoff(sprites.level_2,0,0,0,4,4);
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player.draw();
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break;
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// paused
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@ -84,7 +86,7 @@ function draw() {
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break;
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//building - to be used only in development
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case globalStates.building:
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imgIgnoreCutoff(sprites.level,0,0);
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buildDraw();
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break;
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}
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@ -96,17 +96,19 @@ Player.prototype.moveLeg = function(){
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// move selected leg towards mouse
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// console.log(curLeg.angle.toPrecision(5),pointTo(curLeg,target).toPrecision(5));
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curLeg.angle = turn(curLeg.angle, pointTo(curLeg, target), constants.player.leg_speed);
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var angleDif = turn(curLeg.angle, pointTo(curLeg, target), constants.player.leg_speed) - curLeg.angle;
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curLeg.angle += angleDif;
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// var angle = pointTo(curLeg,target);
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curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle);
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curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle);
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// Collision
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if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})){
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if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:2,h:2})){
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this.collided = true;
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curLeg.x2 = lastX;
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curLeg.y2 = lastY;
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curLeg.angle -= angleDif;
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return 0;
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}
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