some sound, death
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db800eea27
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docs/assets/images/snap1.png
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docs/assets/images/snap1.png
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43
docs/assets/js/UI/dead.js
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docs/assets/js/UI/dead.js
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@ -0,0 +1,43 @@
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function deadUI() {
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rect(cw/2,ch/2,cw,ch,"black");
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text("Mike Died", 300, 50, "#992929", 4);
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text("maybe try to keep your heart beating, also it doesn't hurt to breath occasionally ", 250, 100, "white", 2, 400);
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img(sprites["buttonBig" + (rectpoint({ x: 400, y: 550, w: 300, h: 50 }, mousePos) ? "Hover" : "")], 400, 550, 0, 2, 2);
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text("time travel back", 260, 540, "#403826", 3);
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}
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function handleDead() {
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if(rectpoint({ x: 400, y: 550, w: 300, h: 50 }, mousePos) && mousePress[0]) {
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soundAssets.click.play();
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player = new Player(constants.player.defaultX, constants.player.defaultY);
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// why does this stop the legs from glitching on the first step???
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player.rightLeg.angle = -pointTo({ x: player.rightLeg.x2, y: player.rightLeg.y2 }, player.hipRight);
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player.leftLeg.angle = pointTo({ x: player.leftLeg.x2, y: player.leftLeg.y2 }, player.hipLeft);
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player.moveLeg();
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Objectives = [];
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Objectives.push(new Objective(-140,108,60,300,"cereal",function(){console.log("%c cereal obtained 😎","font-size:200%;");tutState = tutorialStates.getMail;}));
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Objectives.push(new Objective(-740,156,50,50,"box",function(){console.log("%c the entire mailbox obtained 😎","font-size:200%;");player.holdingBox = true;}));
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playingUIOffsets = {
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heart: 100,
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breath: 100,
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blink: 100
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};
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tutState = tutorialStates.selectLeg;
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breath = 200;
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pressure = 55;
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fullBreathTimer = 0;
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noBreathTimer = 0;
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heartBeat = false;
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currentBreathMode = breathMode.inhale;
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eyeDryness = 0;
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globalState = globalStates.levelTransition;
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}
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}
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@ -85,10 +85,6 @@ function drawPlayingUI() {
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curCtx.globalAlpha = 1;
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}
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//UI for pause screen
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function drawPausedUI() {
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}
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//UI for game end
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function drawEndUI() {
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}
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@ -50,7 +50,7 @@ var globalStates = {
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titleScreen: 0,
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levelTransition: 1,
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playing: 2,
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paused: 3,
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dead: 3,
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end: 4,
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building: 5
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};
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@ -72,9 +72,9 @@ function update() {
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handlePlaying();
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player.update();
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break;
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// paused
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case globalStates.paused:
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// dead
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case globalStates.dead:
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handleDead();
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break;
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// end
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case globalStates.end:
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@ -109,9 +109,9 @@ function draw() {
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case globalStates.playing:
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drawPlaying();
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break;
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// paused
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case globalStates.paused:
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// dead
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case globalStates.dead:
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break;
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// end
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case globalStates.end:
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@ -139,9 +139,9 @@ function absoluteDraw() {
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case globalStates.playing:
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drawPlayingUI();
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break;
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// paused
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case globalStates.paused:
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drawPausedUI();
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// dead
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case globalStates.dead:
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deadUI();
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break;
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// end
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case globalStates.end:
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@ -38,6 +38,8 @@ Player.prototype.getLockedLeg = function(){
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}
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Player.prototype.die = function() {
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soundAssets.dead.play();
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globalState = globalStates.dead;
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console.warn("player is big ded, rip");
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}
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@ -6,7 +6,7 @@ class Particle {
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var angle = rand(0,2262)/360;
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var speed = rand(5,10);
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this.vel = {x:Math.cos(angle) * speed,y:Math.sin(angle) * speed};
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this.timer = rand(25,50);
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this.timer = rand(50,150);
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}
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}
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@ -91,7 +91,7 @@ function drawPlaying() {
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imgIgnoreCutoff(sprites.epic,0,0);
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imgIgnoreCutoff(sprites.post,-740,156,0,4,4);
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imgIgnoreCutoff(sprites.chandelier,770,-235,0,4,4);
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imgIgnoreCutoff(sprites.chandelier,770,-300,0,4,4);
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if(boxOnTable) {
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imgIgnoreCutoff(sprites.boxNoOutline,-140,116,0,4,4);
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@ -23,6 +23,8 @@ let soundAssetMap = {
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"inhale": "./assets/sounds/breathing/inhale.mp3",
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"exhale": "./assets/sounds/breathing/exhale.mp3",
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"cough": "./assets/sounds/cough.mp3",
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"dead": "./assets/sounds/dead.mp3",
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"click": "./assets/sounds/click.mp3",
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"backingtrack": "./assets/sounds/backingtrack.wav"
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}
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@ -39,6 +41,8 @@ let soundAssets = {
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inhale: new SoundSnippet("inhale", audioAssetType.sfx),
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exhale: new SoundSnippet("exhale", audioAssetType.sfx),
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cough: new SoundSnippet("cough", audioAssetType.sfx),
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dead: new SoundSnippet("dead", audioAssetType.sfx),
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click: new SoundSnippet("click", audioAssetType.sfx),
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backingtrack: new SoundSnippet("backingtrack", audioAssetType.bgm)
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}
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@ -28,6 +28,7 @@ function handleMainScreen() {
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if (!firstFrame) {
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if (mousePress[0]) {
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if (rectpoint({ x: 400, y: 200, w: 300, h: 50 }, mousePos)) {
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soundAssets.click.play();
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globalState = globalStates.levelTransition;
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// Play the bgm
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@ -35,6 +36,7 @@ function handleMainScreen() {
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}
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if (rectpoint({ x: 400, y: 550, w: 300, h: 50 }, mousePos)) {
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soundAssets.click.play();
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titleScreenState = "credits"
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timer = 0;
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}
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@ -54,6 +56,7 @@ function handleCredits() {
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elemStyle.top = canvases.cvs.offsetTop + 20 + "px";
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if (rectpoint({ x: 80, y: 550, w: 140, h: 50 }, mousePos) && mousePress[0]) {
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soundAssets.click.play();
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titleScreenState = "main";
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}
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}
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@ -6,7 +6,7 @@ function handleTransition(){
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// Calculates alpha until its zero
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if(currentAlpha > 0){
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currentAlpha -= .005;
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currentAlpha -= .01;
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}
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@ -39,7 +39,7 @@ function drawLevelTransitionUI() {
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// draws background sprites
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drawWorldBlocks();
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imgIgnoreCutoff(sprites.epic,0,0);
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imgIgnoreCutoff(sprites.chandelier,770,-235,0,4,4);
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imgIgnoreCutoff(sprites.chandelier,770,-300,0,4,4);
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player.draw();
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// sets alpha to calculated alpha for black
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docs/assets/sounds/click.mp3
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docs/assets/sounds/click.mp3
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docs/assets/sounds/dead.mp3
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docs/assets/sounds/dead.mp3
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docs/assets/sounds/hover.mp3
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docs/assets/sounds/hover.mp3
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docs/assets/sounds/hover.wav
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docs/assets/sounds/hover.wav
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@ -76,6 +76,7 @@ Matthew West
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<script src="assets/js/titleScreen/titleScreen.js"></script>
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<script src="assets/js/UI/ui.js"></script>
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<script src="assets/js/UI/dead.js"></script>
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<script src="assets/js/transition/transition.js"></script>
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<!-- Webpage -->
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