more tutorial cus my mom was confuesd

This commit is contained in:
rsninja722 2020-04-20 17:15:50 -04:00
parent aea12aeaa2
commit db800eea27
6 changed files with 26 additions and 8 deletions

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docs/assets/images/turn.png Normal file

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Width:  |  Height:  |  Size: 243 B

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@ -156,11 +156,11 @@ function heartBeatUI(x, y, width, height) {
//Backdrop
var BackdropColor;
if (pressure > 42 && pressure < 60) {
BackdropColor = "#0c2605";
BackdropColor = "#398026";
} else if (pressure > 28 && pressure < 75) {
BackdropColor = "#2b2b06";
BackdropColor = "#9e9e2e";
} else {
BackdropColor = "#260505";
BackdropColor = "#d42828";
}
rect(x + width / 2, y + height / 2, width, height, BackdropColor);
img(sprites.heartBack, cw - 107, ch - 46 + playingUIOffsets.heart);

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@ -59,7 +59,7 @@ var constants = {
offset_x: 16,
offset_y: 35
},
defaultX: 575,
defaultX: 535,
defaultY: -155
}

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@ -38,7 +38,8 @@ images = [
"buttonBig.png",
"buttonSmallHover.png",
"buttonSmall.png",
"backGround.png"
"backGround.png",
"turn.png"
];
audio = [

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@ -6,8 +6,8 @@ class Player {
this.h = constants.player.height;
this.hipLeft = { x: this.x + constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
this.hipRight = { x: this.x - constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
this.leftLeg = new Leg(this.hipLeft.x, this.hipLeft.y, constants.player.leg_length, Math.PI*2.5);
this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, constants.player.leg_length, Math.PI*2.5);
this.leftLeg = new Leg(this.hipLeft.x, this.hipLeft.y, constants.player.leg_length, 1.5);
this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, constants.player.leg_length, 1.5);
this.leftArm = new Arm(this.hipLeft.x + 8, this.y - constants.player.hip.offset_y, 64, Math.PI/2);
this.rightArm = new Arm(this.hipRight.x - 8, this.y - constants.player.hip.offset_y, 64, Math.PI/2);
this.head = {x:this.x,y:this.y-this.h/2,angle:Math.PI*1.5};
@ -180,6 +180,10 @@ Player.prototype.moveLeg = function(){
// console.log(curLeg.angle.toPrecision(5),pointTo(curLeg,target).toPrecision(5));
var angleDif = turn(curLeg.angle, pointTo(curLeg, target), constants.player.leg_speed) - curLeg.angle;
if(Math.abs(angleDif) > 1) {
curLeg.angle = pointTo(curLeg, target);
angleDif = 0;
}
curLeg.angle += angleDif;
curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle);
curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle);

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@ -101,6 +101,18 @@ function drawPlaying() {
// drawWorldBlocks();
player.draw();
if(player.shouldMoveLeg) {
curCtx.globalAlpha = 0.3;
curCtx.lineCap = "round";
curCtx.shadowColor = "yellow";
curCtx.shadowBlur = 10;
line(player.x,player.y,mousePosition().x,mousePosition().y,2*clamp(dist(player.getActiveLeg(), mousePosition()) / constants.player.movement_divider, 0.1, constants.player.max_movement_speed),"#baba30");
curCtx.shadowBlur = 0;
curCtx.shadowColor = "black";
curCtx.lineCap = "butt";
curCtx.globalAlpha = 1;
}
// beat key
if(keyPrompts.beat > 0 && playingUIOffsets.heart === 0) {
@ -127,7 +139,8 @@ function drawPlaying() {
img(sprites["tutSelect"+~~(frameCount/10)%2],(player.leftLeg.x+player.leftLeg.x2)/2,(player.leftLeg.y+player.leftLeg.y2)/2,0,2,2);
break;
case tutorialStates.placeOnGround:
img(sprites["tutSelect"+~~(frameCount/10)%2],500,-40,2,2);
img(sprites["tutSelect"+~~(frameCount/10)%2],430,-10,0,2,2);
img(sprites.turn,560,-140,(~~(frameCount/10)%2) / 4,2,2);
break;
case tutorialStates.goDownStairs:
img(sprites.tutArrow,360+~~(frameCount/10)%2,-30-~~(frameCount/10)%2,0,2,2);