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main.ts
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namespace SpriteKind {
export const End = SpriteKind.create()
export const Image = SpriteKind.create()
export const Button = SpriteKind.create()
}
namespace StatusBarKind {
export const Progress = StatusBarKind.create()
}
controller.up.onEvent(ControllerButtonEvent.Pressed, function () {
if (sprites_button_list.length > 0) {
if (button_list_selected > 0) {
button_list_selected += -1
} else {
button_list_selected = sprites_button_list.length - 1
}
}
})
scene.onHitWall(SpriteKind.Player, function (sprite, location) {
if (upside_down) {
if (sprite.isHittingTile(CollisionDirection.Top)) {
jump_count = 0
}
} else {
if (sprite.isHittingTile(CollisionDirection.Bottom)) {
jump_count = 0
}
}
})
scene.onOverlapTile(SpriteKind.Player, assets.tile`down_gravity`, function (sprite, location) {
set_gravity(true)
})
function set_gravity (up: boolean) {
if (upside_down != up) {
return
}
upside_down = !(up)
if (up) {
sprite_player_hitbox.ay = GRAVITY
} else {
sprite_player_hitbox.ay = GRAVITY * -1
}
update_player_visuals()
fade_for_gravity(up, false)
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`spikes_left`, function (sprite, location) {
destroy_if_on_tile(sprite, assets.tile`spikes_left`)
})
function teleport_player (tile: Image) {
tiles.placeOnRandomTile(sprite_player_hitbox, tile)
}
function update_player_visuals () {
if (!(upside_down)) {
sprite_player.setImage(assets.image`player`)
animation_flap = animation_original_flap
animation_flap_hard = animation_original_flap_hard
} else {
sprite_player.setImage(assets.image`player_flipped`)
animation_flap = animation_upside_down_flap
animation_flap_hard = animation_upside_down_flap_hard
}
sprite_player_wings.setFlag(SpriteFlag.Invisible, mode != 1)
sprite_player_arm.setFlag(SpriteFlag.Invisible, mode != 2)
animation.runImageAnimation(
sprite_player_wings,
animation_flap,
200,
true
)
}
function make_player_visuals () {
sprites.destroyAllSpritesOfKind(SpriteKind.Image)
sprite_player = sprites.create(assets.image`player`, SpriteKind.Image)
sprite_player.setFlag(SpriteFlag.Ghost, true)
sprite_player.setFlag(SpriteFlag.Invisible, DEBUG)
multilights.addLightSource(sprite_player, 16)
animation_player_rotations = scaling.createRotations(assets.image`player`, 10)
animation_player_rotations.push(assets.image`player`)
animation_player_rotations_flipped = scaling.createRotations(assets.image`player_flipped`, 10)
animation_player_rotations_flipped.push(assets.image`player_flipped`)
animation_player_rotate_first_half = []
for (let index = 0; index <= Math.ceil(animation_player_rotations.length / 2); index++) {
animation_player_rotate_first_half.push(animation_player_rotations[index])
}
animation_player_rotate_first_half.push(assets.image`player_flipped`)
animation_player_rotate_second_half = []
for (let index = 0; index <= Math.ceil(animation_player_rotations.length / 2); index++) {
animation_player_rotate_second_half.push(animation_player_rotations_flipped[index])
}
animation_player_rotate_second_half.push(assets.image`player`)
animation_original_flap = assets.animation`flap`
animation_original_flap_hard = assets.animation`flap_hard`
animation_upside_down_flap = assets.animation`flap_upside_down`
animation_upside_down_flap_hard = assets.animation`flap_hard_upside_down`
animation_flap = animation_original_flap
animation_flap_hard = animation_original_flap_hard
sprite_player_wings = sprites.create(assets.image`player_wings`, SpriteKind.Image)
animation.runImageAnimation(
sprite_player_wings,
animation_flap,
200,
true
)
sprite_player_wings.setFlag(SpriteFlag.Ghost, true)
sprite_player_wings.setFlag(SpriteFlag.Invisible, true)
sprite_player_arm = sprites.create(assets.image`player_arm`, SpriteKind.Image)
sprite_player_arm.setFlag(SpriteFlag.Ghost, true)
sprite_player_arm.setFlag(SpriteFlag.Invisible, true)
sprite_player_arm.z = -2
set_mode(0)
}
function set_level (level_num: number) {
curr_level = level_num
won = false
upside_down = false
mode = 0
scene.setBackgroundColor(13)
if (level_num == -1) {
tiles.loadMap(tiles.copyMap(splash_level))
} else {
tiles.loadMap(tiles.copyMap(all_levels[level_num]))
}
for (let tile of [assets.tile`block`, assets.tile`upper_slab`, assets.tile`lower_slab`]) {
for (let location of tiles.getTilesByType(tile)) {
tiles.setWallAt(location, true)
}
}
}
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
if (in_game) {
player_jump()
}
})
scene.onOverlapTile(SpriteKind.Player, assets.tile`teleport_2_from`, function (sprite, location) {
teleport_player(assets.tile`teleport_2_to`)
})
function prepare_tilemap () {
if (!(in_splash)) {
tiles.setTileAt(tiles.getTilesByType(assets.tile`start_tile`)[0], assets.tile`transparency8`)
} else {
tiles.coverAllTiles(assets.tile`start_tile`, assets.tile`myTile0`)
tiles.coverAllTiles(assets.tile`jump`, assets.tile`myTile0`)
}
tiles.destroySpritesOfKind(SpriteKind.End)
sprite_flag = sprites.create(assets.image`flag`, SpriteKind.End)
sprite_flag.setFlag(SpriteFlag.Invisible, in_splash)
tiles.placeOnRandomTile(sprite_flag, assets.tile`end_tile`)
tiles.setTileAt(tiles.getTilesByType(assets.tile`end_tile`)[0], assets.tile`transparency8`)
if (tiles.getTilesByType(assets.tile`attempt_counts_text`).length > 0) {
location = tiles.getTilesByType(assets.tile`attempt_counts_text`)[0]
tiles.setTileAt(location, assets.tile`transparency8`)
if (spriteutils.isDestroyed(sprite_attempt_label)) {
sprite_attempt_label = textsprite.create("", 0, 12)
}
sprite_attempt_label.setText("Attempt " + level_attempts)
sprite_attempt_label.top = location.top
sprite_attempt_label.left = location.left
sprite_attempt_label.setFlag(SpriteFlag.AutoDestroy, true)
sprite_attempt_label.setFlag(SpriteFlag.Ghost, true)
multilights.addLightSource(sprite_attempt_label, 20)
}
if (!(in_splash)) {
multilights.addLightSource(sprite_flag, 8)
}
multilights.toggleLighting(NIGHT_MODE)
}
function set_mode (m: number) {
mode = m
effects.clearParticles(sprite_player)
sprite_player.startEffect(effects.trail)
update_player_visuals()
}
controller.left.onEvent(ControllerButtonEvent.Pressed, function () {
if (sprites_button_list.length > 0) {
if (button_list_selected > 0) {
button_list_selected += -1
} else {
button_list_selected = sprites_button_list.length - 1
}
}
})
function set_menu_css () {
menu = miniMenu.createMenuFromArray([])
menu.setMenuStyleProperty(miniMenu.MenuStyleProperty.Border, 1)
menu.setMenuStyleProperty(miniMenu.MenuStyleProperty.BorderColor, images.colorBlock(12))
menu.setMenuStyleProperty(miniMenu.MenuStyleProperty.BackgroundColor, images.colorBlock(11))
menu.setStyleProperty(miniMenu.StyleKind.Default, miniMenu.StyleProperty.Background, images.colorBlock(11))
menu.setStyleProperty(miniMenu.StyleKind.Default, miniMenu.StyleProperty.Foreground, images.colorBlock(12))
menu.setStyleProperty(miniMenu.StyleKind.Selected, miniMenu.StyleProperty.Background, images.colorBlock(12))
menu.setStyleProperty(miniMenu.StyleKind.Selected, miniMenu.StyleProperty.Foreground, images.colorBlock(11))
menu.setStyleProperty(miniMenu.StyleKind.Title, miniMenu.StyleProperty.Background, images.colorBlock(11))
menu.setStyleProperty(miniMenu.StyleKind.Title, miniMenu.StyleProperty.Foreground, images.colorBlock(15))
menu.setMenuStyleProperty(miniMenu.MenuStyleProperty.UseAsTemplate, 1)
sprites.destroy(menu)
}
sprites.onOverlap(SpriteKind.Player, SpriteKind.End, function (sprite, otherSprite) {
if (in_game) {
sprite.ay = 0
sprite.setFlag(SpriteFlag.Ghost, true)
sprite.setFlag(SpriteFlag.AutoDestroy, true)
otherSprite.startEffect(effects.confetti)
won = true
multilights.toggleLighting(false)
if (upside_down) {
fade_for_gravity(true, false)
}
} else if (in_splash) {
teleport_player(assets.tile`start_tile`)
}
})
controller.right.onEvent(ControllerButtonEvent.Pressed, function () {
if (sprites_button_list.length > 0) {
if (button_list_selected < sprites_button_list.length - 1) {
button_list_selected += 1
} else {
button_list_selected = 0
}
}
})
scene.onOverlapTile(SpriteKind.Player, assets.tile`spikes_down0`, function (sprite, location) {
destroy_if_on_tile(sprite, assets.tile`spikes_down0`)
})
function destroy_if_on_tile (sprite: Sprite, tile: Image) {
if (spriteutils.isDestroyed(sprite) || in_splash) {
return
}
if (sprite.tileKindAt(TileDirection.Center, tile)) {
sprite.destroy(effects.spray, 100)
}
}
function jump_sprite (sprite: Sprite, pixels: number) {
if (pixels > 0) {
sprite.vy = Math.sqrt(2 * (sprite.ay * pixels)) * -1
} else {
sprite.vy = Math.sqrt(2 * (sprite.ay * pixels))
}
}
function make_player () {
sprite_player_hitbox = sprites.create(assets.image`player_hitbox`, SpriteKind.Player)
sprite_player_hitbox.setFlag(SpriteFlag.Invisible, !(DEBUG))
sprite_player_hitbox.setFlag(SpriteFlag.ShowPhysics, DEBUG)
sprite_player_hitbox.ay = GRAVITY
tiles.placeOnRandomTile(sprite_player_hitbox, assets.tile`start_tile`)
scene.cameraFollowSprite(sprite_player_hitbox)
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`teleport_1_from0`, function (sprite, location) {
teleport_player(assets.tile`teleport_1_to0`)
})
controller.down.onEvent(ControllerButtonEvent.Pressed, function () {
if (sprites_button_list.length > 0) {
if (button_list_selected < sprites_button_list.length - 1) {
button_list_selected += 1
} else {
button_list_selected = 0
}
}
})
scene.onOverlapTile(SpriteKind.Player, assets.tile`infinite_jump`, function (sprite, location) {
set_mode(1)
})
scene.onOverlapTile(SpriteKind.Player, assets.tile`spikes_right0`, function (sprite, location) {
destroy_if_on_tile(sprite, assets.tile`spikes_right0`)
})
scene.onOverlapTile(SpriteKind.Player, assets.tile`gravity_stick`, function (sprite, location) {
set_mode(2)
})
function fade (_in: boolean, block: boolean) {
if (_in) {
color.startFade(color.originalPalette, color.Black, 500)
} else {
color.startFade(color.Black, color.originalPalette, 500)
}
if (block) {
color.pauseUntilFadeDone()
}
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`upside_down_gravity0`, function (sprite, location) {
set_gravity(false)
})
function fade_for_gravity (up: boolean, block: boolean) {
if (up) {
color.startFade(color.DIY, color.originalPalette, 500)
} else {
color.startFade(color.originalPalette, color.DIY, 500)
}
if (block) {
color.pauseUntilFadeDone()
}
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`spikes_up0`, function (sprite, location) {
destroy_if_on_tile(sprite, assets.tile`spikes_up0`)
})
function make_map_progress_bar () {
sprite_map_progress = statusbars.create(scene.screenWidth() - 4, 4, StatusBarKind.Progress)
sprite_map_progress.value = 0
sprite_map_progress.max = tiles.tilemapColumns() * tiles.tileWidth()
sprite_map_progress.setColor(12, 11)
sprite_map_progress.setBarBorder(1, 15)
sprite_map_progress.top = 2
sprite_map_progress.left = 2
sprite_map_progress.setFlag(SpriteFlag.Ghost, true)
sprite_map_progress.setFlag(SpriteFlag.RelativeToCamera, true)
sprite_map_progress.setFlag(SpriteFlag.Invisible, true)
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`regular_jump`, function (sprite, location) {
set_mode(0)
})
sprites.onDestroyed(SpriteKind.Player, function (sprite) {
sprite_player.destroy()
sprite_player_hitbox.destroy()
if (!(in_splash)) {
if (won) {
timer.after(1000, function () {
game.over(true)
})
} else {
multilights.toggleLighting(false)
if (upside_down) {
fade_for_gravity(true, false)
}
timer.after(1000, function () {
in_game = false
timer.background(function () {
sprite_map_progress.value = sprite_player_hitbox.right
sprite_map_progress.bottom = 0
sprite_map_progress.vy = 50
sprite_map_progress.setFlag(SpriteFlag.Invisible, false)
images_button_list = [assets.image`try_again_icon`, assets.image`exit_icon`]
images_button_list_selected = [assets.image`try_again_icon_selected`, assets.image`exit_icon_selected`]
sprites_button_list = []
button_list_selected = 0
for (let index = 0; index <= images_button_list.length - 1; index++) {
sprite_button = sprites.create(images_button_list[index], SpriteKind.Button)
sprite_button.setFlag(SpriteFlag.Ghost, true)
sprite_button.setFlag(SpriteFlag.RelativeToCamera, true)
sprite_button.x = (index + 1) * (scene.screenWidth() / (images_button_list.length + 1))
sprite_button.top = scene.screenHeight()
sprite_button.z = 100
sprite_button.vy = -2000
sprites_button_list.push(sprite_button)
}
timer.background(function () {
while (sprites_button_list[0].y > scene.screenHeight() * 0.55) {
pause(0)
}
for (let index = 0; index <= sprites_button_list.length - 1; index++) {
sprites_button_list[index].y = scene.screenHeight() / 2
sprites_button_list[index].vy = 0
}
})
timer.background(function () {
while (sprite_map_progress.top < 2) {
pause(0)
}
sprite_map_progress.top = 2
sprite_map_progress.vy = 0
})
while (true) {
for (let index = 0; index <= sprites_button_list.length - 1; index++) {
sprite_button = sprites_button_list[index]
if (index == button_list_selected) {
sprite_button.setImage(images_button_list_selected[index])
} else {
sprite_button.setImage(images_button_list[index])
}
}
if (controller.A.isPressed()) {
break;
}
pause(0)
}
for (let index = 0; index <= sprites_button_list.length - 1; index++) {
sprites_button_list[index].setFlag(SpriteFlag.AutoDestroy, true)
sprites_button_list[index].vy = 2000
}
sprite_map_progress.vy = -50
timer.background(function () {
while (sprite_map_progress.bottom > 0) {
pause(0)
}
sprite_map_progress.bottom = 0
sprite_map_progress.vy = 0
sprite_map_progress.setFlag(SpriteFlag.Invisible, true)
})
if (button_list_selected == 0) {
fade(true, true)
level_attempts += 1
set_level(curr_level)
make_player()
make_player_visuals()
prepare_tilemap()
in_game = true
fade(false, true)
} else {
fade(true, true)
sprite_map_progress.setFlag(SpriteFlag.Invisible, true)
game.reset()
}
})
})
}
}
})
scene.onOverlapTile(SpriteKind.Player, assets.tile`teleport_3_from`, function (sprite, location) {
teleport_player(assets.tile`teleport_3_to`)
})
function player_jump () {
if (mode == 0) {
if (jump_count < MAX_JUMPS) {
if (upside_down) {
jump_sprite(sprite_player_hitbox, -26)
} else {
jump_sprite(sprite_player_hitbox, 26)
}
jump_count += 1
sprite_player.startEffect(effects.fire, 100)
timer.background(function () {
animation.stopAnimation(animation.AnimationTypes.All, sprite_player)
if (upside_down) {
animation.runImageAnimation(
sprite_player,
animation_player_rotations_flipped,
20,
false
)
} else {
animation.runImageAnimation(
sprite_player,
animation_player_rotations,
20,
false
)
}
})
}
} else if (mode == 1) {
if (upside_down) {
jump_sprite(sprite_player_hitbox, -8)
} else {
jump_sprite(sprite_player_hitbox, 8)
}
jump_count = 0
animation.stopAnimation(animation.AnimationTypes.All, sprite_player_wings)
animation.runImageAnimation(
sprite_player_wings,
animation_flap_hard,
50,
false
)
timer.debounce("animate_flap_hard", 300, function () {
animation.runImageAnimation(
sprite_player_wings,
animation_flap,
200,
true
)
})
} else {
if (last_colliding_dirs.includes("U")) {
mode_2_target_vy = Math.abs(mode_2_target_vy)
} else if (last_colliding_dirs.includes("D")) {
mode_2_target_vy = Math.abs(mode_2_target_vy) * -1
} else {
mode_2_target_vy = mode_2_target_vy * -1
}
timer.background(function () {
animation.stopAnimation(animation.AnimationTypes.All, sprite_player)
if (mode_2_target_vy > 0) {
animation.runImageAnimation(
sprite_player,
animation_player_rotate_second_half,
40,
false
)
} else {
animation.runImageAnimation(
sprite_player,
animation_player_rotate_first_half,
40,
false
)
}
})
}
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`jump`, function (sprite, location) {
player_jump()
})
let colliding_dirs = ""
let images_button_list_selected: Image[] = []
let images_button_list: Image[] = []
let sprite_map_progress: StatusBarSprite = null
let sprite_attempt_label: TextSprite = null
let location: tiles.Location = null
let sprite_flag: Sprite = null
let curr_level = 0
let animation_player_rotate_second_half: Image[] = []
let animation_player_rotate_first_half: Image[] = []
let animation_player_rotations_flipped: Image[] = []
let animation_player_rotations: Image[] = []
let sprite_player_arm: Sprite = null
let sprite_player_wings: Sprite = null
let animation_upside_down_flap_hard: Image[] = []
let animation_upside_down_flap: Image[] = []
let animation_original_flap_hard: Image[] = []
let animation_flap_hard: Image[] = []
let animation_original_flap: Image[] = []
let animation_flap: Image[] = []
let sprite_player: Sprite = null
let sprite_player_hitbox: Sprite = null
let button_list_selected = 0
let sprites_button_list: Sprite[] = []
let level_attempts = 0
let menu: miniMenu.MenuSprite = null
let menu_option_levels: miniMenu.MenuItem[] = []
let menu_selected_level = 0
let menu_selected = 0
let sprite_button: Sprite = null
let mode = 0
let upside_down = false
let won = false
let in_splash = false
let in_game = false
let all_levels: tiles.WorldMap[] = []
let splash_level: tiles.WorldMap = null
let last_colliding_dirs = ""
let mode_2_target_vy = 0
let jump_count = 0
let NIGHT_MODE = false
let MAX_JUMPS = 0
let GRAVITY = 0
let DEBUG = false
DEBUG = false
stats.turnStats(true)
color.setPalette(
color.Black
)
GRAVITY = 500
MAX_JUMPS = 2
NIGHT_MODE = false
jump_count = 0
mode_2_target_vy = 200
last_colliding_dirs = ""
splash_level = tiles.createSmallMap(tilemap`splash_level`)
all_levels = [
tiles.createSmallMap(tilemap`level_1`),
tiles.createSmallMap(tilemap`level_2`),
tiles.createSmallMap(tilemap`level_3`),
tiles.createSmallMap(tilemap`level_4`),
tiles.createSmallMap(tilemap`level_5`),
tiles.createSmallMap(tilemap`level_6`),
tiles.createSmallMap(tilemap`level_7`)
]
in_game = false
in_splash = true
won = false
upside_down = false
mode = 0
set_menu_css()
set_level(-1)
make_player()
make_player_visuals()
make_map_progress_bar()
prepare_tilemap()
let sprites_splash_texts: TextSprite[] = []
let sprite_text = textsprite.create("Dash! 2", 0, 15)
sprite_text.setMaxFontHeight(16)
sprite_text.setOutline(1, 11)
sprite_text.top = 2
sprite_text.left = 2
sprite_text.z = 100
sprite_text.setFlag(SpriteFlag.Ghost, true)
sprite_text.setFlag(SpriteFlag.RelativeToCamera, true)
sprites_splash_texts.push(sprite_text)
sprite_text = textsprite.create("A game by UnsignedArduino", 0, 15)
sprite_text.setOutline(1, 11)
sprite_text.top = 20
sprite_text.left = 4
sprite_text.z = 100
sprite_text.setFlag(SpriteFlag.Ghost, true)
sprite_text.setFlag(SpriteFlag.RelativeToCamera, true)
sprites_splash_texts.push(sprite_text)
in_splash = true
timer.background(function () {
fade(false, true)
while (true) {
sprite_button = sprites.create(assets.image`play_button_selected`, SpriteKind.Button)
sprite_button.x = scene.screenWidth() / 2
sprite_button.top = scene.screenHeight()
sprite_button.z = 100
sprite_button.setFlag(SpriteFlag.Ghost, true)
sprite_button.setFlag(SpriteFlag.RelativeToCamera, true)
sprite_button.ay = -1000
sprite_button.vy = -250
timer.background(function () {
while (sprite_button.y > scene.screenHeight() / 2) {
pause(0)
}
sprite_button.y = scene.screenHeight() / 2
sprite_button.ay = 0
sprite_button.vy = 0
})
while (controller.A.isPressed()) {
pause(0)
}
while (!(controller.A.isPressed())) {
pause(0)
}
sprite_button.setFlag(SpriteFlag.AutoDestroy, true)
sprite_button.ay = 2000
sprite_button.vy = 500
menu_selected = -1
menu_selected_level = -1
while (true) {
menu_option_levels = [miniMenu.createMenuItem("Back")]
for (let index = 0; index <= all_levels.length - 1; index++) {
menu_option_levels.push(miniMenu.createMenuItem("Level " + (index + 1)))
}
menu = miniMenu.createMenuFromArray(menu_option_levels)
menu.top = 32
menu.left = 4
menu.z = 100
menu.setDimensions(scene.screenWidth() - (menu.left + 4), scene.screenHeight() - (menu.top + 4))
menu.top = scene.screenHeight()
menu.setTitle("Select a level:")
menu.setFlag(SpriteFlag.Ghost, true)
menu.setFlag(SpriteFlag.RelativeToCamera, true)
menu.setMenuStyleProperty(miniMenu.MenuStyleProperty.ScrollIndicatorColor, 1)
menu.onButtonPressed(controller.A, function (selection, selectedIndex) {
menu_selected_level = selectedIndex
})
menu_selected_level = -1
menu.ay = -2000
menu.vy = -500
timer.background(function () {
while (menu.top > 32) {
pause(0)
}
menu.top = 32
menu.ay = 0
menu.vy = 0
})
while (menu_selected_level == -1) {
pause(0)
}
menu.setFlag(SpriteFlag.AutoDestroy, true)
menu.ay = 2000
menu.vy = 500
if (menu_selected_level > 0) {
menu = miniMenu.createMenuFromArray([miniMenu.createMenuItem("Back"), miniMenu.createMenuItem("Normal"), miniMenu.createMenuItem("Hard - reduced visibility!")])
menu.top = 32
menu.left = 4
menu.z = 100
menu.setDimensions(scene.screenWidth() - (menu.left + 4), scene.screenHeight() - (menu.top + 4))
menu.top = scene.screenHeight()
menu.setTitle("Select difficulty:")
menu.setFlag(SpriteFlag.Ghost, true)
menu.setFlag(SpriteFlag.RelativeToCamera, true)
menu.onButtonPressed(controller.A, function (selection, selectedIndex) {
menu_selected = selectedIndex
})
menu.ay = -2000
menu.vy = -500
timer.background(function () {
while (menu.top > 32) {
pause(0)
}
menu.top = 32
menu.ay = 0
menu.vy = 0
})
menu_selected = -1
while (menu_selected == -1) {
pause(0)
}
menu.setFlag(SpriteFlag.AutoDestroy, true)
menu.ay = 2000
menu.vy = 500
if (menu_selected > 0 && menu_selected_level > 0) {
NIGHT_MODE = menu_selected == 2
break;
}
} else {
break;
}
}
if (menu_selected > 0 && menu_selected_level > 0) {
break;
}
}
for (let sprite_text of sprites_splash_texts) {
sprite_text.setFlag(SpriteFlag.AutoDestroy, true)
sprite_text.ay = -2000
sprite_text.vy = -200
}
fade(true, true)
pause(1000)
if (upside_down) {
fade_for_gravity(true, false)
}
sprites.destroyAllSpritesOfKind(SpriteKind.Player)
sprites.destroyAllSpritesOfKind(SpriteKind.Image)
in_splash = false
level_attempts = 1
set_level(menu_selected_level - 1)
make_player()
make_player_visuals()
prepare_tilemap()
in_game = true
fade(false, true)
})
game.onUpdate(function () {
if (in_game || in_splash) {
sprite_player_hitbox.vx = 100
if (mode == 2) {
sprite_player_hitbox.ay = 0
sprite_player_hitbox.vy = mode_2_target_vy
} else {
if (upside_down) {
sprite_player_hitbox.ay = GRAVITY * -1
} else {
sprite_player_hitbox.ay = GRAVITY
}
}
if (!(spriteutils.isDestroyed(sprite_player_hitbox))) {
spriteutils.placeAngleFrom(
sprite_player,
0,
0,
sprite_player_hitbox
)
spriteutils.placeAngleFrom(
sprite_player_wings,
0,
0,
sprite_player_hitbox
)
sprite_player_arm.x = sprite_player_hitbox.x
if (mode_2_target_vy < 0) {
sprite_player_arm.bottom = sprite_player_hitbox.y
} else {
sprite_player_arm.top = sprite_player_hitbox.y
}
if (sprite_player_hitbox.isHittingTile(CollisionDirection.Left)) {
last_colliding_dirs = "L"
colliding_dirs = "" + colliding_dirs + "L"
}
if (sprite_player_hitbox.isHittingTile(CollisionDirection.Top)) {
last_colliding_dirs = "T"
colliding_dirs = "" + colliding_dirs + "U"
}
if (sprite_player_hitbox.isHittingTile(CollisionDirection.Right)) {
last_colliding_dirs = "R"
colliding_dirs = "" + colliding_dirs + "R"
}
if (sprite_player_hitbox.isHittingTile(CollisionDirection.Bottom)) {
last_colliding_dirs = "B"
colliding_dirs = "" + colliding_dirs + "D"
}
if (DEBUG) {
sprite_player_hitbox.sayText(colliding_dirs)
}
} else {
sprite_player_wings.setFlag(SpriteFlag.Invisible, true)
sprite_player_arm.setFlag(SpriteFlag.Invisible, true)
}
}
})