Made moving walls smaller to be more fair #17. Moved Obstactles further back on openings #16. Fixed two bugs #15, #14. And made double jumping less frustrating #13.

This commit is contained in:
Marco Salazar 2021-09-22 13:26:06 -06:00
parent 35f5d4a79b
commit c5f22f7f21
10 changed files with 1811 additions and 1768 deletions

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@ -46,7 +46,10 @@ class LoseMenuOverlay extends StatelessWidget {
), ),
child: const Padding( child: const Padding(
padding: EdgeInsets.all(8.0), padding: EdgeInsets.all(8.0),
child: Text("Main Menu"), child: Text(
" Main Menu ",
style: overlayText,
),
), ),
), ),
// ), // ),
@ -70,7 +73,10 @@ class LoseMenuOverlay extends StatelessWidget {
), ),
child: const Padding( child: const Padding(
padding: EdgeInsets.all(8.0), padding: EdgeInsets.all(8.0),
child: Text("Replay"), child: Text(
" Replay ",
style: overlayText,
),
), ),
), ),
// ), // ),

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@ -64,7 +64,7 @@ class Platform extends MovingObject {
PlatformState.right: right, PlatformState.right: right,
PlatformState.single: single, PlatformState.single: single,
}, },
current: PlatformState.single, current: PlatformState.mid,
); );
sprite.changePriorityWithoutResorting(PLATFORM_PRIORITY); sprite.changePriorityWithoutResorting(PLATFORM_PRIORITY);
@ -112,14 +112,19 @@ class Platform extends MovingObject {
bool hasLeft = (left.x - sprite.position.x).abs() < 1.9 * sprite.size.x; bool hasLeft = (left.x - sprite.position.x).abs() < 1.9 * sprite.size.x;
bool hasRight = (sprite.position.x - right.x).abs() < 1.9 * sprite.size.x; bool hasRight = (sprite.position.x - right.x).abs() < 1.9 * sprite.size.x;
if (hasLeft && hasRight) { // If the platform cannot be seen by the player.
sprite.current = PlatformState.mid; if (!((sprite.x >= 0 && sprite.x <= gameRef.size.x) ||
} else if (hasLeft && !hasRight) { (sprite.x + sprite.width >= 0 &&
sprite.current = PlatformState.right; sprite.x + sprite.width <= gameRef.size.x))) {
} else if (!hasLeft && hasRight) { if (hasLeft && hasRight) {
sprite.current = PlatformState.left; sprite.current = PlatformState.mid;
} else { } else if (hasLeft && !hasRight) {
sprite.current = PlatformState.single; sprite.current = PlatformState.right;
} else if (!hasLeft && hasRight) {
sprite.current = PlatformState.left;
} else {
sprite.current = PlatformState.single;
}
} }
} }
} }

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@ -14,6 +14,8 @@ class PlatformHolder extends Holder {
late Image r2; late Image r2;
late Image o1; late Image o1;
late Image o2; late Image o2;
bool noTopObstaclesForNext = false;
bool noMiddleObstaclesForNext = false;
int timeSinceLastTopHole = 0; int timeSinceLastTopHole = 0;
int timeSinceLastBottomHole = 0; int timeSinceLastBottomHole = 0;
@ -91,6 +93,7 @@ class PlatformHolder extends Holder {
remove(objects[2], objects[2].length - 2); remove(objects[2], objects[2].length - 2);
timeSinceLastTopHole = 0; timeSinceLastTopHole = 0;
noTopObstaclesForNext = true;
} }
if (bottomChance > 30) { if (bottomChance > 30) {
Platform start = objects[5].elementAt(objects[5].length - 10) as Platform; Platform start = objects[5].elementAt(objects[5].length - 10) as Platform;
@ -112,6 +115,7 @@ class PlatformHolder extends Holder {
remove(objects[5], firstToRemove); remove(objects[5], firstToRemove);
timeSinceLastBottomHole = 0; timeSinceLastBottomHole = 0;
noMiddleObstaclesForNext = true;
} }
} }
@ -129,6 +133,13 @@ class PlatformHolder extends Holder {
platform.row = level; platform.row = level;
gameRef.add(platform.sprite); gameRef.add(platform.sprite);
objects[level].add(platform); objects[level].add(platform);
if (level == 2 && noTopObstaclesForNext) {
platform.prohibitObstacles = true;
noTopObstaclesForNext = false;
} else if (level == 5 && noMiddleObstaclesForNext) {
platform.prohibitObstacles = true;
noMiddleObstaclesForNext = false;
}
return false; return false;
} }
} }

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@ -72,9 +72,9 @@ class Runner extends Component with HasGameRef<MyGame> {
if (gameRef.gameState.isPaused) { if (gameRef.gameState.isPaused) {
return; return;
} }
previousState = runnerState;
switch (event) { switch (event) {
case "jump": case "jump":
previousState = runnerState;
runnerState = event; runnerState = event;
sprite.current = RunnerState.jump; sprite.current = RunnerState.jump;
sprite.addEffect(MoveEffect( sprite.addEffect(MoveEffect(
@ -94,6 +94,7 @@ class Runner extends Component with HasGameRef<MyGame> {
if (belowPlatform()) { if (belowPlatform()) {
break; break;
} }
previousState = runnerState;
sprite.clearEffects(); sprite.clearEffects();
if (level - 1 < 0) { if (level - 1 < 0) {
break; break;
@ -117,20 +118,24 @@ class Runner extends Component with HasGameRef<MyGame> {
)); ));
break; break;
case "fall": case "fall":
previousState = runnerState;
sprite.clearEffects(); sprite.clearEffects();
runnerState = event; runnerState = event;
sprite.current = RunnerState.fall; sprite.current = RunnerState.fall;
sprite.addEffect(getFallingEffect()); sprite.addEffect(getFallingEffect());
break; break;
case "kick": case "kick":
previousState = runnerState;
runnerState = event; runnerState = event;
sprite.current = RunnerState.kick; sprite.current = RunnerState.kick;
break; break;
case "run": case "run":
previousState = runnerState;
runnerState = event; runnerState = event;
sprite.current = RunnerState.run; sprite.current = RunnerState.run;
break; break;
case "float": case "float":
previousState = runnerState;
runnerState = event; runnerState = event;
sprite.current = RunnerState.float; sprite.current = RunnerState.float;
sprite.addEffect(MoveEffect( sprite.addEffect(MoveEffect(
@ -148,6 +153,7 @@ class Runner extends Component with HasGameRef<MyGame> {
)); ));
break; break;
case "duck": case "duck":
previousState = runnerState;
runnerState = event; runnerState = event;
sprite.current = RunnerState.duck; sprite.current = RunnerState.duck;
sprite.addEffect(MoveEffect( sprite.addEffect(MoveEffect(
@ -163,6 +169,7 @@ class Runner extends Component with HasGameRef<MyGame> {
if (dead) { if (dead) {
return; return;
} }
previousState = runnerState;
sprite.clearEffects(); sprite.clearEffects();
level = 11; level = 11;
sprite.addEffect(MoveEffect( sprite.addEffect(MoveEffect(
@ -179,6 +186,7 @@ class Runner extends Component with HasGameRef<MyGame> {
if (dead) { if (dead) {
return; return;
} }
previousState = runnerState;
sprite.clearEffects(); sprite.clearEffects();
level = 11; level = 11;
sprite.addEffect(MoveEffect( sprite.addEffect(MoveEffect(
@ -195,6 +203,7 @@ class Runner extends Component with HasGameRef<MyGame> {
if (dead) { if (dead) {
return; return;
} }
previousState = runnerState;
sprite.clearEffects(); sprite.clearEffects();
level = 11; level = 11;
sprite.addEffect(MoveEffect( sprite.addEffect(MoveEffect(
@ -324,6 +333,14 @@ class Runner extends Component with HasGameRef<MyGame> {
sprite.current = RunnerState.run; sprite.current = RunnerState.run;
} }
if (runnerState == "float" || runnerState == "double_jump") {
if (onTopOfPlatform()) {
updateLevel();
sprite.clearEffects();
event("run");
}
}
intersecting(); intersecting();
sprite.update(dt); sprite.update(dt);
} }
@ -347,7 +364,11 @@ class Runner extends Component with HasGameRef<MyGame> {
} }
bool belowPlatform() { bool belowPlatform() {
Rect runnerRect = sprite.toRect(); Rect runnerRect = Rect.fromLTRB(
sprite.toRect().left,
sprite.toRect().top,
sprite.toRect().right - sprite.toRect().width / 2,
sprite.toRect().bottom);
bool belowPlatform = false; bool belowPlatform = false;
for (List<MovingObject> platformLevel in gameRef.platformHolder.objects) { for (List<MovingObject> platformLevel in gameRef.platformHolder.objects) {
for (MovingObject p in platformLevel) { for (MovingObject p in platformLevel) {

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@ -31,7 +31,7 @@ class Wall extends MovingObject {
gameRef.blockSize * gameRef.blockSize *
(gameRef.wallHolder.wall.width / gameRef.wallHolder.wall.height / 5) * (gameRef.wallHolder.wall.width / gameRef.wallHolder.wall.height / 5) *
2.0, 2.0,
gameRef.blockSize * 0.5, gameRef.blockSize * 0.35,
); );
} }