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sLevel2.js
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class sLevel2 {
constructor() {
this.enter = function () {
objPlayer.p5spr.position.x = SCENE_W / 2;
objPlayer.p5spr.position.y = SCENE_H - height/2 - 100;
// objPlayer.p5spr.position.y = 50;
objPlayer.p5spr.addSpeed(10, -90);
//level content
enemies.clear();
grpObstaclesSolid.clear();
powerups.clear();
powerups.add(new puShield(SCENE_W/2, SCENE_H -50));
createCrate(12, SCENE_H - 866, 0.3);
createCrate(974, SCENE_H - 852, 0.4);
createTree(150, SCENE_H - 1000, 3.1);
createTree(860, SCENE_H - 1000, 2.9);
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 1500, 90));
enemies.add(new eDefault(SCENE_W/2-100, SCENE_H - 1600, 85, 520));
enemies.add(new eDefault(SCENE_W/2+100, SCENE_H - 1600, 95, 520));
enemies.add(new eShooter(SCENE_W/2-350, SCENE_H - 2000, -120, 600, 400));
enemies.add(new eShooter(SCENE_W/2+350, SCENE_H - 2000, -70, 600, 400));
createCrate(968, SCENE_H - 1388, 0.2);
createCrate(74, SCENE_H - 1424, 0.35);
enemies.add(new eShooter(SCENE_W/2-150, SCENE_H - 3100, -120, 600, 600));
enemies.add(new eShooter(SCENE_W/2, SCENE_H - 3500, -90, 1000, 600));
enemies.add(new eShooter(SCENE_W/2+150, SCENE_H - 3100, -70, 600, 600));
powerups.add(new puSword(SCENE_W/2, SCENE_H - 4500));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5000, 90, 200, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5100, 90, 300, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5200, 90, 400, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5300, 90, 500, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5400, 90, 600, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5500, 90, 700, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5600, 90, 800, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5700, 90, 900, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5800, 90, 1000,400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 5900, 90, 1100,400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 6000, 90, 1200,400));
enemies.add(new eShooter(SCENE_W/2-150, SCENE_H - 5500, -120, 600, 600));
enemies.add(new eShooter(SCENE_W/2+150, SCENE_H - 5500, -70, 600, 600));
powerups.add(new puShield(SCENE_W/2, SCENE_H - 6500));
enemies.add(new eShooter(40, SCENE_H - 7210, 170, 1000, 300));
let count = 4;
let offset = 370;
let io = (count - 1) * offset;
for (var i = 0; i <= io; i+= offset) {
enemies.add(new eDefault(SCENE_W/2-350, SCENE_H - 7290 - i, 75, 250, 400));
enemies.add(new eDefault(SCENE_W/2-250, SCENE_H - 7360 - i, 80, 250, 400));
enemies.add(new eDefault(SCENE_W/2-150, SCENE_H - 7430 - i, 85, 250, 400));
enemies.add(new eDefault(SCENE_W/2-50, SCENE_H - 7500 - i, 88, 250, 400));
enemies.add(new eDefault(SCENE_W/2, SCENE_H - 7570 - i, 90, 300, 400));
enemies.add(new eDefault(SCENE_W/2+50, SCENE_H - 7500 - i, 92, 250, 400));
enemies.add(new eDefault(SCENE_W/2+150, SCENE_H - 7430 - i, 95, 250, 400));
enemies.add(new eDefault(SCENE_W/2+250, SCENE_H - 7360 - i, 100, 250, 400));
enemies.add(new eDefault(SCENE_W/2+350, SCENE_H - 7290 - i, 105, 250, 400));
}
enemies.add(new eShooter(SCENE_W-40, SCENE_H - 7210, 10, 1000, 300));
// createCrate(70, SCENE_H - 2886, 0.3);
// createCrate(199, SCENE_H - 3017, 0.35);
// createCrate(60, SCENE_H - 3103, 0.32);
// createTree(870, SCENE_H - 3052, 2.6);
// createTree(SCENE_W/2, SCENE_H - 50, 1);
for(let i = 2500; i < SCENE_H + 1000; i += 500) {
createTree(0 + random(0, 50), SCENE_H - i + random(-50, 50), random(2,3));
createTree(SCENE_W - random(0, 50), SCENE_H - i + random(-50, 50), random(2,3));
}
totalEnemies = enemies.group.size();
livingEnemies = totalEnemies;
};
this.draw = function () {
//draw background
drawSprites(grpBackgroundTiles);
drawSprites(grpObstaclesSolid);
drawSprites(grpObstaclesDashthrough);
enemies.array.forEach((enemy) => {
enemy.update();
enemy.render();
});
powerups.array.forEach((powerup) => {
powerup.update();
powerup.render();
});
stroke(255);
strokeWeight(4);
line(0, 0, 0, SCENE_H);
// line(0, 0, SCENE_W, 0);
line(SCENE_W, 0, SCENE_W, SCENE_H);
line(0, SCENE_H, SCENE_W, SCENE_H);
objPlayer.update();
objPlayer.render();
};
}
}