var lightY = -300; var vel = 1; function drawCutScene() { if (cutTime < 135) { imgIgnoreCutoff(sprites.slep, 0, 0); imgIgnoreCutoff(sprites.chandelier, 770, lightY, 0, 4, 4); } else { camera.x = 0; camera.y = 0; difx = 0; dify = 0; rect(cw / 2, ch / 2, cw, ch, "black"); text("Mike Died", 300, 50, "#992929", 4); text("Thanks for playing!", 200, 100, "#992929", 4); } } var cutTime = 0; function updateCutScene() { cutTime++; if (cutTime < 135) { if (cutTime > 50 && cutTime < 58) { lightY += 2; } if (cutTime > 100) { lightY += vel; vel += 0.1; } } if(cutTime===52) { soundAssets.crack.play(); } if(cutTime===140) { soundAssets.crash.play(); } if (cutTime >= 500) { globalState = globalStates.titleScreen; titleScreenState = "credits"; player = new Player(constants.player.defaultX, constants.player.defaultY); // why does this stop the legs from glitching on the first step??? player.rightLeg.angle = -pointTo({ x: player.rightLeg.x2, y: player.rightLeg.y2 }, player.hipRight); player.leftLeg.angle = pointTo({ x: player.leftLeg.x2, y: player.leftLeg.y2 }, player.hipLeft); player.moveLeg(); Objectives = []; Objectives.push(new Objective(-140,108,60,300,"cereal",function(){console.log("%c cereal obtained 😎","font-size:200%;");tutState = tutorialStates.getMail;})); Objectives.push(new Objective(-740,156,50,50,"box",function(){console.log("%c the entire mailbox obtained 😎","font-size:200%;");player.holdingBox = true;})); playingUIOffsets = { heart: 100, breath: 100, blink: 100 }; tutState = tutorialStates.selectLeg; breath = 200; pressure = 55; fullBreathTimer = 0; noBreathTimer = 0; heartBeat = false; currentBreathMode = breathMode.inhale; eyeDryness = 0; } }