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// heavily based on the Quintus platformer example.
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// vim:tw=120:
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window.addEventListener("load",function() {
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// Set up an instance of the Quintus engine and include
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// the Sprites, Scenes, Input and 2D module. The 2D module
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// includes the `TileLayer` class as well as the `2d` componet.
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var Q = window.Q = Quintus({ development: true })
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.include("Sprites, Scenes, Input, 2D, Anim, Touch, UI")
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// Maximize this game to whatever the size of the browser is
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.setup({ maximize: true })
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// And turn on default input controls and touch input (for UI)
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.controls().touch()
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// ## Player Sprite
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// The very basic player sprite, this is just a normal sprite
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// using the player sprite sheet with default controls added to it.
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Q.Sprite.extend("Player",{
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// the init constructor is called on creation
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init: function(p) {
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// You can call the parent's constructor with this._super(..)
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this._super(p, {
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sheet: "astronaut", // Setting a sprite sheet sets sprite width and height
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x: 320, // You can also set additional properties that can
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y: 90 // be overridden on object creation
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});
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// Add in pre-made components to get up and running quickly
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// The `2d` component adds in default 2d collision detection
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// and kinetics (velocity, gravity)
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// The `platformerControls` makes the player controllable by the
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// default input actions (left, right to move, up or action to jump)
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// It also checks to make sure the player is on a horizontal surface before
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// letting them jump.
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this.add('2d, platformerControls');
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// Write event handlers to respond hook into behaviors.
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// hit.sprite is called everytime the player collides with a sprite
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this.on("hit.sprite",function(collision) {
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// Check the collision, if it's the rocket, you win!
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if(collision.obj.isA("Rocket")) {
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var rocket = collision.obj;
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rocket.add("tween");
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rocket.animate({ x: 100, y: -500, angle: 360 });
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this.destroy();
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$("#einladung").show("slow");
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}
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});
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}
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});
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Q.Sprite.extend("Rocket", {
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init: function(p) {
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this._super(p, { sheet: 'rocket' });
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}
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});
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// ## Enemy Sprite
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// Create the Enemy class to add in some baddies
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Q.Sprite.extend("Neingeist",{
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init: function(p) {
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this._super(p, { sheet: 'neingeist', vx: 100 });
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// Enemies use the Bounce AI to change direction
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// whenver they run into something.
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this.add('2d, aiBounce');
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// Listen for a sprite collision, if it's the player,
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// end the game unless the enemy is hit on top
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this.on("bump.left,bump.right,bump.bottom",function(collision) {
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if(collision.obj.isA("Player")) {
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Q.stageScene("endGame",1, { label: "DU BIST TOT" });
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collision.obj.destroy();
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}
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});
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// If the enemy gets hit on the top, destroy it
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// and give the user a "hop"
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this.on("bump.top",function(collision) {
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if(collision.obj.isA("Player")) {
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this.destroy();
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collision.obj.p.vy = -300;
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}
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});
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}
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});
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// FIXME do not copy
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// ## Enemy Sprite
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// Create the Enemy class to add in some baddies
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Q.Sprite.extend("Starbug",{
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init: function(p) {
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this._super(p, { sheet: 'starbug', vx: 100 });
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// Enemies use the Bounce AI to change direction
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// whenver they run into something.
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this.add('2d, aiBounce');
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// Listen for a sprite collision, if it's the player,
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// end the game unless the enemy is hit on top
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this.on("bump.left,bump.right,bump.bottom",function(collision) {
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if(collision.obj.isA("Player")) {
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Q.stageScene("endGame",1, { label: "DU BIST TOT" });
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collision.obj.destroy();
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}
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});
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// If the enemy gets hit on the top, destroy it
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// and give the user a "hop"
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this.on("bump.top",function(collision) {
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if(collision.obj.isA("Player")) {
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this.destroy();
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collision.obj.p.vy = -300;
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}
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});
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}
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});
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// FIXME do not copy
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// ## Enemy Sprite
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// Create the Enemy class to add in some baddies
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Q.Sprite.extend("Martin",{
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init: function(p) {
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this._super(p, { sheet: 'martin', vx: 100 });
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// Enemies use the Bounce AI to change direction
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// whenver they run into something.
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this.add('2d, aiBounce');
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// Listen for a sprite collision, if it's the player,
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// end the game unless the enemy is hit on top
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this.on("bump.left,bump.right,bump.bottom",function(collision) {
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if(collision.obj.isA("Player")) {
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Q.stageScene("endGame",1, { label: "DU BIST TOT" });
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collision.obj.destroy();
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}
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});
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// If the enemy gets hit on the top, destroy it
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// and give the user a "hop"
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this.on("bump.top",function(collision) {
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if(collision.obj.isA("Player")) {
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this.destroy();
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collision.obj.p.vy = -300;
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}
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});
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}
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});
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// ## Level1 scene
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// Create a new scene called level 1
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Q.scene("level1",function(stage) {
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// Add in a repeater for a little parallax action
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stage.insert(new Q.Repeater({ asset: "background.png", speedX: 0.5, speedY: 0.5 }));
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// Add in a tile layer, and make it the collision layer
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stage.collisionLayer(new Q.TileLayer({
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tileW: 24,
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tileH: 24,
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dataAsset: 'level.json',
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sheet: 'tiles' }));
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// Create the player and add them to the stage
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var player = stage.insert(new Q.Player());
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// Give the stage a moveable viewport and tell it
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// to follow the player.
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stage.add("viewport").follow(player);
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stage.viewport.scale = 2;
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// Add in a couple of enemies
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stage.insert(new Q.Starbug({ x: 600, y: 0 }));
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stage.insert(new Q.Neingeist({ x: 650, y: 0 }));
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stage.insert(new Q.Martin({ x: 550, y: 0 }));
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stage.insert(new Q.Rocket({ x: 146, y: 32 }));
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});
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// To display a game over / game won popup box,
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// create a endGame scene that takes in a `label` option
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// to control the displayed message.
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Q.scene('endGame',function(stage) {
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var container = stage.insert(new Q.UI.Container({
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x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
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}));
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var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
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label: "NOCHMAL" }))
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var label = container.insert(new Q.UI.Text({x:10, y: -10 - button.p.h,
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label: stage.options.label }));
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// When the button is clicked, clear all the stages
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// and restart the game.
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button.on("click",function() {
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Q.clearStages();
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Q.stageScene('level1');
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});
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// Expand the container to visibily fit it's contents
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// (with a padding)
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container.fit(16);
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});
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// ## Asset Loading and Game Launch
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// Q.load can be called at any time to load additional assets
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// assets that are already loaded will be skipped
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// The callback will be triggered when everything is loaded
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Q.load("sprites.png, sprites.json, level.json, tiles.png, background.png", function() {
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// Sprites sheets can be created manually
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Q.sheet("tiles","tiles.png", { tilew: 24, tileh: 24 });
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// Or from a .json asset that defines sprite locations
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Q.compileSheets("sprites.png","sprites.json");
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// Finally, call stageScene to run the game
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Q.stageScene("level1");
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});
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// ## Possible Experimentations:
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//
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// The are lots of things to try out here.
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//
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// 1. Modify level.json to change the level around and add in some more enemies.
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// 2. Add in a second level by creating a level2.json and a level2 scene that gets
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// loaded after level 1 is complete.
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// 3. Add in a title screen
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// 4. Add in a hud and points for jumping on enemies.
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// 5. Add in a `Repeater` behind the TileLayer to create a paralax scrolling effect.
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});
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