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assign2.pde
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int state = 1;
boolean startbgX, startbgY, endbgX, endbgY;
int bg1x, bg2x, treasureX, treasureY, fighterX, fighterY,
hp_,treasureXeat, treasureYeat, enemyX, enemyY;
final float hpx = 2.00;
PImage bg1, bg2, end1, end2, enemy, fighter, hp, start1, start2, treasure;
boolean upPressed, downPressed, leftPressed, rightPressed,
enemyXcrash, enemyYcrash = false;
void setup () {
size(640, 480) ;
// loadImage
bg1 = loadImage("img/bg1.png");
bg2 = loadImage("img/bg2.png");
end1 = loadImage("img/end1.png");
end2 = loadImage("img/end2.png");
enemy = loadImage("img/enemy.png");
fighter = loadImage("img/fighter.png");
hp = loadImage("img/hp.png");
start1 = loadImage("img/start1.png");
start2 = loadImage("img/start2.png");
treasure = loadImage("img/treasure.png");
bg1x = 0;
bg2x = -640;
treasureX = floor(random(160,550));
treasureY = floor(random(50,390));
fighterX = 480;
fighterY = floor(random(120,360));
hp_ = 20;
}
void draw() {
switch(state){
case 1 : // start
boolean startbgX = false;
boolean startbgY = false;
if (mouseX>200 && mouseX<460){startbgX = true;}
if (mouseY>375 && mouseY<420){startbgY = true;}
if (startbgX == true && startbgY == true){
image(start1,0,0);
if (mousePressed){state = 2;}
}else{image(start2,0,0);}
break;
case 2 : //playing
// bakground
image(bg1,bg1x,0);
image(bg2,bg2x,0);
bg1x += 1;
bg2x += 1;
if (bg1x == 640){bg1x = -640;}
if (bg2x == 640){bg2x = -640;}
// hp
fill(255,0,0);
rect(48,44,hp_*hpx,22);
image(hp,40,40);
if (hp_ < 5){state = 3;}
// treasure
image(treasure,treasureX,treasureY);
if (fighterX > (treasureX-50) && fighterX < (treasureX+40)){
treasureXeat = 1;
}else{treasureXeat = 0;}
if (fighterY > (treasureY-50) && fighterY < (treasureY+40)){
treasureYeat = 1;
}else{treasureYeat = 0;}
if (treasureXeat == 1 && treasureYeat == 1){
treasureX = floor(random(160,550));
treasureY = floor(random(50,390));
if (hp_ <= 90){hp_ += 10;}
}
//fighter
image(fighter,fighterX,fighterY);
if (upPressed) {
if (fighterY >= 10){fighterY -= 5;}
}
if (downPressed) {
if (fighterY <= 419){fighterY += 5;}
}
if (leftPressed) {
if (fighterX >= 10){fighterX -= 5;}
}
if (rightPressed) {
if(fighterX <= 630){fighterX += 5;}
}
//enemy
image (enemy,enemyX,enemyY);
enemyX %= 650;
if (enemyX > 635){enemyY = floor(random(30,450));}
enemyX += 5;
enemyY += 0.02*(fighterY-enemyY+25);
if (enemyX-fighterX > -50 && enemyX-fighterX < 50 ){
enemyXcrash = true;
}else{enemyXcrash = false;}
if (enemyY-fighterY > -50 && enemyY-fighterY < 50 ){
enemyYcrash = true;
}else{enemyYcrash = false;}
if (enemyXcrash && enemyYcrash){
enemyX = -10;
hp_ -= 20;
fighterX = 480;
fighterY = floor(random(120,360));
}
break;
case 3 : // end
boolean endbgX = false;
boolean endbgY = false;
if (mouseX>200 && mouseX<440){endbgX = true;}
if (mouseY>310 && mouseY<350){endbgY = true;}
if (endbgX == true && endbgY == true){
image(end1,0,0);
if (mousePressed){
state = 2;
hp_ = 20;
enemyX = 0;
}
}else{
image(end2,0,0);
}
hp_ = 20;
enemyX = 0;
}
}
void keyPressed(){
if (key == CODED) {
switch (keyCode) {
case UP:
upPressed = true;
break;
case DOWN:
downPressed = true;
break;
case LEFT:
leftPressed = true;
break;
case RIGHT:
rightPressed = true;
break;
}
}
}
void keyReleased(){
if (key == CODED) {
switch (keyCode) {
case UP:
upPressed = false;
break;
case DOWN:
downPressed = false;
break;
case LEFT:
leftPressed = false;
break;
case RIGHT:
rightPressed = false;
break;
}
}
}