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@ -5,7 +5,7 @@
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// as it loads a level json file.
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//
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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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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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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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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: "You Died" });
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if(collision.obj.isA("Player")) {
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Q.stageScene("endGame",1, { label: "You Died" });
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collision.obj.destroy();
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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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// 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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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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@ -104,15 +104,15 @@ 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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// 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: "You Died" });
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if(collision.obj.isA("Player")) {
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Q.stageScene("endGame",1, { label: "You Died" });
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collision.obj.destroy();
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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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// 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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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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@ -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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});
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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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// to control the displayed message.
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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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}));
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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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var label = container.insert(new Q.UI.Text({x:10, y: -10 - button.p.h,
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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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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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@ -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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// ## 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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//
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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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