remove extra whitespace
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					 1 changed files with 15 additions and 14 deletions
				
			
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					@ -5,7 +5,7 @@
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// as it loads a level json file.
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					// as it loads a level json file.
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//
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					//
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// This is the example from the website homepage, it consists
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					// This is the example from the website homepage, it consists
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// a simple, non-animated platformer with some enemies and a 
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					// a simple, non-animated platformer with some enemies and a
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// target for the player.
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					// target for the player.
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window.addEventListener("load",function() {
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					window.addEventListener("load",function() {
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					@ -72,15 +72,15 @@ Q.Sprite.extend("Neingeist",{
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  init: function(p) {
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					  init: function(p) {
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    this._super(p, { sheet: 'neingeist', vx: 100 });
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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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					    // Enemies use the Bounce AI to change direction
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    // whenver they run into something.
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					    // whenver they run into something.
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    this.add('2d, aiBounce');
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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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					    // 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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					    // 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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					    this.on("bump.left,bump.right,bump.bottom",function(collision) {
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      if(collision.obj.isA("Player")) { 
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					      if(collision.obj.isA("Player")) {
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        Q.stageScene("endGame",1, { label: "You Died" }); 
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					        Q.stageScene("endGame",1, { label: "You Died" });
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        collision.obj.destroy();
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					        collision.obj.destroy();
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      }
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					      }
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    });
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					    });
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					@ -88,7 +88,7 @@ Q.Sprite.extend("Neingeist",{
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    // If the enemy gets hit on the top, destroy it
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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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					    // and give the user a "hop"
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    this.on("bump.top",function(collision) {
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					    this.on("bump.top",function(collision) {
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      if(collision.obj.isA("Player")) { 
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					      if(collision.obj.isA("Player")) {
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        this.destroy();
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					        this.destroy();
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        collision.obj.p.vy = -300;
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					        collision.obj.p.vy = -300;
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      }
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					      }
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					@ -104,15 +104,15 @@ Q.Sprite.extend("Starbug",{
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  init: function(p) {
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					  init: function(p) {
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    this._super(p, { sheet: 'starbug', vx: 100 });
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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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					    // Enemies use the Bounce AI to change direction
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    // whenver they run into something.
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					    // whenver they run into something.
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    this.add('2d, aiBounce');
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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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					    // 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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					    // 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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					    this.on("bump.left,bump.right,bump.bottom",function(collision) {
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      if(collision.obj.isA("Player")) { 
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					      if(collision.obj.isA("Player")) {
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        Q.stageScene("endGame",1, { label: "You Died" }); 
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					        Q.stageScene("endGame",1, { label: "You Died" });
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        collision.obj.destroy();
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					        collision.obj.destroy();
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      }
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					      }
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    });
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					    });
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					@ -120,7 +120,7 @@ Q.Sprite.extend("Starbug",{
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    // If the enemy gets hit on the top, destroy it
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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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					    // and give the user a "hop"
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    this.on("bump.top",function(collision) {
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					    this.on("bump.top",function(collision) {
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      if(collision.obj.isA("Player")) { 
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					      if(collision.obj.isA("Player")) {
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        this.destroy();
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					        this.destroy();
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        collision.obj.p.vy = -300;
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					        collision.obj.p.vy = -300;
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      }
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					      }
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					@ -159,7 +159,7 @@ Q.scene("level1",function(stage) {
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  stage.insert(new Q.Cake({ x: 146, y: 36 }));
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					  stage.insert(new Q.Cake({ x: 146, y: 36 }));
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});
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					});
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// To display a game over / game won popup box, 
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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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					// create a endGame scene that takes in a `label` option
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// to control the displayed message.
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					// to control the displayed message.
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Q.scene('endGame',function(stage) {
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					Q.scene('endGame',function(stage) {
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					@ -167,9 +167,10 @@ Q.scene('endGame',function(stage) {
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    x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
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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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					  }));
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  var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
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					  var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
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                                                  label: "Play Again" }))         
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					                                                  label: "Play Again" }))
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  var label = container.insert(new Q.UI.Text({x:10, y: -10 - button.p.h, 
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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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					                                                   label: stage.options.label }));
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  // When the button is clicked, clear all the stages
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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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					  // and restart the game.
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					@ -222,9 +223,9 @@ Q.load("sprites.png, sprites.json, level.json, tiles.png, background.png", funct
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});
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					});
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// ## Possible Experimentations:
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					// ## Possible Experimentations:
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// 
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					//
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// The are lots of things to try out here.
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					// The are lots of things to try out here.
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// 
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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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					// 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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					// 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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					//    loaded after level 1 is complete.
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