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-rw-r--r--js/hill/game.js52
1 files changed, 36 insertions, 16 deletions
diff --git a/js/hill/game.js b/js/hill/game.js
index 6413119..ef7cd65 100644
--- a/js/hill/game.js
+++ b/js/hill/game.js
@@ -9,13 +9,12 @@ const jumpForce = 14.75;
 const player = {
     x: 200,
     y: 0,
-    vx: 2,
-    vy: 2,
+    vx: 16,
+    vy: 16,
     jumpForce: gravity + jumpForce,
     onGround: false,
     width: 20,
-    height: 20,
-    health: 10
+    height: 20
 };
 
 const terrain = {
@@ -33,14 +32,12 @@ function initialize() {
     for (let i = 0; i < 50; i++) {
         const object = {
             x: i * 10 * canvas.width / 10,
-            width: 20,
+            width: 50,
             height: Math.random() * 22
         };
 
-        // Calculate the y-coordinate of the terrain line at the x-coordinate of the object
         let terrainY = ((terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x)) * (object.x - terrain.start.x) + terrain.start.y;
 
-        // Set the y-coordinate of the object to the y-coordinate of the terrain line minus the height of the object
         object.y = terrainY - object.height;
 
         objects.push(object);
@@ -54,13 +51,13 @@ function draw() {
 
     ctx.translate(-player.x + canvas.width / 4, -player.y + canvas.height / 2);
 
-    ctx.fillStyle = 'blue';
+    ctx.fillStyle = '#b6daf9';
     ctx.fillRect(player.x, player.y, player.width, player.height);
 
     terrain.start.x = player.x - canvas.width;
     terrain.end.x = player.x + canvas.width;
 
-    ctx.fillStyle = 'brown';
+    ctx.fillStyle = '#aaa';
     objects.forEach(object => {
         ctx.beginPath();
         ctx.arc(object.x, object.y, object.width / 2, 0, Math.PI * 2, true);
@@ -70,13 +67,29 @@ function draw() {
     ctx.beginPath();
     ctx.moveTo(terrain.start.x, terrain.start.y);
     ctx.lineTo(terrain.end.x, terrain.end.y);
-    ctx.strokeStyle = 'green';
+    ctx.strokeStyle = '#ddd';
     ctx.lineWidth = terrain.height;
     ctx.stroke();
 
-    ctx.font = '20px Arial';
-    ctx.fillStyle = 'black';
-    ctx.fillText('Health: ' + player.health, player.x, player.y - 22);
+    // ctx.font = '20px Arial';
+    // ctx.fillStyle = 'black';
+    // ctx.fillText('Health: ' + player.health, player.x, player.y - 22);
+
+     ctx.fillStyle = '#a2a2f2';
+     for (let i = particles.length - 1; i >= 0; i--) {
+         let particle = particles[i];
+ 
+         ctx.fillRect(particle.x, particle.y, 5, 5);
+ 
+         particle.x += particle.vx;
+         particle.y += particle.vy;
+ 
+         particle.lifespan--;
+ 
+         if (particle.lifespan === 0) {
+             particles.splice(i, 1);
+         }
+     }
 
     ctx.restore();
 }
@@ -97,6 +110,8 @@ const checkCollision = () => {
     });
 };
 
+const particles = [];
+
 const gameLoop = () => {
     player.vy += gravity;
 
@@ -111,18 +126,23 @@ const gameLoop = () => {
     }
 
     for (let object of objects) {
-        // Update y-coordinate based on gravity
         object.y += gravity;
 
-        // Calculate the y-coordinate of the terrain line at the x-coordinate of the object
         let terrainY = ((terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x)) * (object.x - terrain.start.x) + terrain.start.y;
 
-        // If the new y-coordinate is below the terrain line, set it to the terrain line
         if (object.y + object.height > terrainY) {
             object.y = terrainY - object.height;
         }
     }
 
+     particles.push({
+        x: player.x,
+        y: player.y,
+        vx: Math.random() * 2 - 1,
+        vy: Math.random() * 2 - 1,
+        lifespan: 17
+    });
+
     checkCollision();
     initialize();
     draw();