43 lines
1.7 KiB
JavaScript
43 lines
1.7 KiB
JavaScript
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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} |