class player {
float x;
int y;
int doorTimer;
int lastX;
int lastRoom;
int face;
int trans;
int chance;
int changeTimer;
float speed;
int dEnter;
int moving;
int stab;
int stabY;
int roomChance;
player(float tempx, int tempy, float tempS) {
x = tempx;
y = tempy;
speed = tempS;
doorTimer = 0;
face = 0;
trans = 255;
dEnter = 0;
chance = 0;
moving = 0;
roomChance = 0;
lastX = width/2;
lastRoom = 5;
}
void display() {
stabY = y+5;
fill(56,10,118);
rectMode(CENTER);
noStroke();
if (stab > 0) {
if (face==0) {
if (moving >=0 && moving <=6) {
imageMode(CENTER);
image(playerDmov1, x, y);
rect(x,y,20,50);
}
if (moving >6 && moving <=13) {
imageMode(CENTER);
image(playerDmov2, x, y);
rect(x,y,20,50);
}
}
if (face == 1) {
imageMode(CENTER);
image(playerLD, x, y);
if (moving >=0 && moving <=3) {
imageMode(CENTER);
image(playerLDmov1, x, y);
rect(x,y,20,50);
}
if (moving >3 && moving <=7) {
imageMode(CENTER);
image(playerDmov1, x, y);
imageMode(CENTER);
image(playerLD, x, y);
rect(x,y,20,50);
}
if (moving >7 && moving <=12) {
imageMode(CENTER);
image(playerLDmov2, x, y);
rect(x,y,20,50);
}
}
if (face == 2) {
imageMode(CENTER);
image(playerRD, x, y);
if (moving >=0 && moving <4) {
imageMode(CENTER);
image(playerRDmov1, x, y);
rect(x,y,20,50);
}
if (moving >3 && moving <8) {
imageMode(CENTER);
image(playerDmov1, x+2, y);
rect(x,y,20,50);
imageMode(CENTER);
image(playerRD, x, y);
rect(x,y,20,50);
}
if (moving >7 && moving <=11) {
imageMode(CENTER);
image(playerRDmov2, x, y);
rect(x,y,20,50);
}
}
if (face == 3) {
if (moving >=0 && moving <=6) {
imageMode(CENTER);
image(playerUmov1, x, y);
rect(x,y,20,50);
}
if (moving >6 && moving <=13) {
imageMode(CENTER);
image(playerUmov2, x, y);
rect(x,y,20,50);
}
}
}
if (stab == 0) {
if (face==0) {
if (moving >=0 && moving <=6) {
imageMode(CENTER);
image(playerDmov1, x, stabY);
rect(x,stabY,20,50);
}
if (moving >6 && moving <=13) {
imageMode(CENTER);
image(playerDmov2, x, stabY);
rect(x,stabY,20,50);
}
}
if (face == 1) {
if (moving >=0 && moving <=3) {
imageMode(CENTER);
image(playerLDmov1, x, stabY);
rect(x,stabY,20,50);
}
if (moving >3 && moving <=7) {
imageMode(CENTER);
image(playerDmov1, x, stabY);
imageMode(CENTER);
image(playerLD, x, stabY);
rect(x,stabY,20,50);
}
if (moving >7 && moving <=12) {
imageMode(CENTER);
image(playerLDmov2, x, stabY);
rect(x,stabY,20,50);
}
}
if (face == 2) {
if (moving >=0 && moving <4) {
imageMode(CENTER);
image(playerRDmov1, x, stabY);
rect(x,stabY,20,50);
}
if (moving >3 && moving <8) {
imageMode(CENTER);
image(playerDmov1, x+2, stabY);
imageMode(CENTER);
image(playerRD, x, stabY);
rect(x,stabY,20,50);
}
if (moving >7 && moving <=11) {
imageMode(CENTER);
image(playerRDmov2, x, stabY);
rect(x,stabY,20,50);
}
}
if (face == 3) {
if (moving >=0 && moving <=6) {
imageMode(CENTER);
image(playerUmov1, x, stabY);
rect(x,stabY,20,50);
}
if (moving >6 && moving <=13) {
imageMode(CENTER);
image(playerUmov2, x, stabY);
rect(x,stabY,20,50);
}
}
}
}
void doors() {
doorTimer--;
if (doorTimer <=0) {
if (room == 1) {
if (y<110) {
if (x>=225) {
if (x<=310) {
transTimer = 0;
t = true;
doorTimer = 50;
y = height-30;
room = round(random(2, 4));
spawnEnemies();
}
}
}
}
if (room == 2) {
if (y>height-15) {
if (x>=225) {
if (x<=310) {
transTimer = 0;
t = true;
doorTimer = 50;
roomChance = round(random(1, 3));
if (roomChance < 3) {
room = lastRoom;
spawnEnemies();
y = 100;
x = lastX;
}
if (roomChance == 3) {
y = 120;
room = round(random(1, 4));
spawnEnemies();
}
}
}
}
}
if (room == 3) {
if (y>height-15) {
if (x>=225) {
if (x<=310) {
transTimer = 0;
t = true;
doorTimer = 50;
roomChance = round(random(1, 3));
if (roomChance < 3) {
room = lastRoom;
spawnEnemies();
y = 100;
x = lastX;
}
if (roomChance == 3) {
y = 120;
room = round(random(1, 4));
spawnEnemies();
}
}
}
}
if (y<110) {
if (x>=225) {
if (x<=310) {
transTimer = 0;
t = true;
doorTimer = 50;
y = height-30;
room = round(random(2, 4));
spawnEnemies();
}
}
}
}
if (room == 4) {
if (y>height-15) {
if (x>=225) {
if (x<=310) {
transTimer = 0;
t = true;
doorTimer = 50;
roomChance = round(random(1, 3));
if (roomChance < 3) {
room = lastRoom;
spawnEnemies();
y = 100;
x = lastX;
}
if (roomChance == 3) {
y = 120;
room = round(random(1, 4));
spawnEnemies();
}
}
}
}
}
if (room == 5) {
//door1
if (x>=38) {
if (x<=66) {
if (y< 100) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door2
if (x>=381) {
if (x<=405) {
if (y< 100) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
}
if (room == 6) {
//door1
if (x>=110) {
if (x<=140) {
if (y< 90) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door2
if (x>=220) {
if (x<=240) {
if (y< 90) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door3
if (x>=338) {
if (x<=355) {
if (y< 90) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
}
if (room == 7) {
//door1
if (x>=16) {
if (x<=36) {
if (y< 75) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door2
if (x>=427) {
if (x<=447) {
if (y< 75) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
}
if (room == 8) {
//door1
if (x>=25) {
if (x<=55) {
if (y< 95) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door2
if (x>=115) {
if (x<=135) {
if (y< 95) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door3
if (x>=280) {
if (x<=300) {
if (y< 95) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door4
if (x>=420) {
if (x<=440) {
if (y< 95) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
}
if (room == 9) {
//door1
if (x>=20) {
if (x<=50) {
if (y< 75) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door2
if (x>=372) {
if (x<=394) {
if (y< 95) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door3
if (x>=458) {
if (x<=475) {
if (y< 95) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
}
if (room == 10) {
//door1
if (x>=20) {
if (x<=40) {
if (y< 75) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door2
if (x>=188) {
if (x<=215) {
if (y< 75) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
//door3
if (x>=353) {
if (x<=374) {
if (y< 75) {
lastX = round(x);
lastRoom = room;
roomChance = round(random(2, 4));
transTimer = 0;
t = true;
dEnter = 0;
room = roomChance;
spawnEnemies();
x = width/2+15;
y = height-30;
doorTimer = 25;
}
}
}
}
}
}
void walk() {
doorTimer--;
stab++;
if (room==1) {
if (y< 100) {
y = 100;
}
if (y>height-15) {
y = height-15;
}
if (x<10) {
x = 10;
}
if (x>width-10) {
x = width-10;
}
}
if (room==2) {
if (y< 100) {
y = 100;
}
if (y>height-15) {
y = height-15;
}
if (x<10) {
x = 10;
}
if (x>width-10) {
x = width-10;
}
}
if (room==3) {
if (y< 100) {
y = 100;
}
if (y>height-15) {
y = height-15;
}
if (x<10) {
x = 10;
}
if (x>width-10) {
x = width-10;
}
}
if (room==4) {
if (y< 100) {
y = 100;
}
if (y>height-15) {
y = height-15;
}
if (x<10) {
x = 10;
}
if (x>width-10) {
x = width-10;
}
}
if (room==5) {
if (x<200 || x>340) {
if (y< 100) {
y = 100;
}
}
if (x>200 && x<340) {
if (y< 15) {
/*if (e.health == 0){
e.health = -1;
}**/
transTimer = 0;
t = true;
y = height-15;
chance = round(random(10));
if (chance<=5) {
room = 6;
spawnEnemies();
}
if (chance>5) {
room = 10;
spawnEnemies();
}
doorTimer = 25;
}
if (y<100) {
if (x<=205) {
x = 205;
}
if (x>=335) {
x = 335;
}
}
}
if (y>height-15) {
if (x<200 || x>340) {
y=height-15;
}
if (x>200 && x<340) {
transTimer = 0;
t = true;
/* if (e.health == 0){
e.health = -1;
}**/
y = 15;
chance = round(random(10));
if (chance<=5) {
room = 5;
spawnEnemies();
}
if (chance>5) {
room = 9;
spawnEnemies();
}
doorTimer = 25;
}
}
if (x<10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = width-10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
if (x>width-10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = 10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
}
if (room==6) {
if (y< 90) {
y = 90;
}
if (y>height-15) {
if (x<200 || x>340) {
y=height-15;
}
if (x>200 && x<340) {
transTimer = 0;
t = true;
/* if (e.health == 0){
e.health = -1;
}**/
y = 15;
chance = round(random(10));
if (chance<=5) {
room = 5;
spawnEnemies();
}
if (chance>5) {
room = 9;
spawnEnemies();
}
doorTimer = 25;
}
}
if (x<10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = width-10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
if (x>width-10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = 10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
}
if (room==7) {
if (y< 75) {
y = 75;
}
if (y>height-15) {
y = height-15;
}
if (x<10) {
transTimer = 0;
t = true;
/* if (e.health == 0){
e.health = -1;
}**/
x = width-10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
if (x>width-10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = 10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
}
if (room==8) {
if (y< 95) {
y = 95;
}
if (y>height-15) {
y = height-15;
}
if (x<10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = width-10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
if (x>width-10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = 10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
}
if (room==9) {
if (x<170) {
if (y< 75) {
y = 75;
}
}
if (x>340) {
if (y< 95) {
y = 95;
}
}
if (x>170 && x<340) {
if (y< 15) {
transTimer = 0;
t = true;
/* if (e.health == 0){
e.health = -1;
}**/
y = height-15;
chance = round(random(10));
if (chance<=5) {
room = 6;
spawnEnemies();
}
if (chance>5) {
room = 10;
spawnEnemies();
}
doorTimer = 25;
}
if (y<75) {
if (x<=175) {
x = 175;
}
}
if (y<95) {
if (x>=335) {
x = 335;
}
}
}
if (y>height-15) {
y = height-15;
}
if (x<10) {
transTimer = 0;
t = true;
/* if (e.health == 0){
e.health = -1;
}**/
x = width-10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
if (x>width-10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = 10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
}
if (room==10) {
if (y< 75) {
y = 75;
}
if (y>height-15) {
if (x<200 || x>340) {
y=height-15;
}
if (x>200 && x<340) {
transTimer = 0;
t = true;
/* if (e.health == 0){
e.health = -1;
}**/
y = 15;
chance = round(random(10));
if (chance<=5) {
room = 5;
spawnEnemies();
}
if (chance>5) {
room = 9;
spawnEnemies();
}
doorTimer = 25;
}
}
if (x<10) {
transTimer = 0;
t = true;
/*if (e.health == 0){
e.health = -1;
}**/
x = width-10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
if (x>width-10) {
transTimer = 0;
t = true;
x = 10;
room = round(random(5, 10));
spawnEnemies();
doorTimer = 25;
}
}
if (doorTimer <= 0) {
if (keyPressed) {
if (key == 'w' || key == 'W') {
moving++;
face = 3;
y-=speed;
}
if (key == 's' || key == 'S') {
moving++;
face = 0;
y+=speed;
}
if (key == 'a' || key == 'A') {
moving++;
face = 1;
x-=speed;
}
if (key == 'd' || key == 'D') {
moving++;
face = 2;
x+=speed;
}
if (moving >12) {
moving = 0;
}
if (key == CODED) {
if (keyCode == UP) {
moving++;
face = 3;
y-=speed;
}
if (keyCode == DOWN) {
moving++;
face = 0;
y+=speed;
}
if (keyCode == LEFT) {
moving++;
face = 1;
x-=speed;
}
if (keyCode == RIGHT) {
moving++;
face = 2;
x+=speed;
}
if (keyCode == SHIFT) {
stab=0;
}
}
}
}
}
void gun() {
if (mousePressed) {
if (f == false && rb == false) {
fTransTimer = 0;
f=true;
}
}
}
}
//Today DEMO
//By Colin Horgan, Chris Minardi, and Tyler Aldrich
//(SDX)
import ddf.minim.*;
import ddf.minim.signals.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
Minim minim;
AudioPlayer splash;
int room;
int timer = 0;
int timerLimit = 45;
int tE;
int fE;
int rE;
int transTimer;
int fTransTimer;
int rTransTimer;
int dTrans;
int fTrans;
int rTrans;
int dX1;
int dX2;
int dX3;
int dX4;
int dX5;
int dX6;
int dX7;
int dX8;
int dY1;
int dY2;
int dY3;
int dY4;
int dY5;
int dY6;
int dY7;
int dY8;
int gameState;
int attackType;
int enemiesDefeated;
boolean t;
boolean f;
boolean rb;
PImage room1;
PImage room2;
PImage room3;
PImage room4;
PImage city1;
PImage city2;
PImage city3;
PImage city4;
PImage city5;
PImage city6;
PImage baddieLD;
PImage baddieRD;
PImage playerLD;
PImage playerRD;
PImage playerLDmov1;
PImage playerRDmov1;
PImage playerLDmov2;
PImage playerRDmov2;
PImage playerDmov1;
PImage playerDmov2;
PImage playerUmov1;
PImage playerUmov2;
PImage enemy1;
PImage enemy2;
PImage enemy3;
PImage enemy4;
PImage enemy5;
PImage enemy6;
PImage blood;
PImage blood2;
PImage blood3;
PImage blood4;
PImage blood5;
enemy[] es;
player p;
watcher w;
//enemy e;
void setup() {
frameRate(30);
size (500, 275);
minim = new Minim(this);
splash = minim.loadFile("BUNNIEZ.wav");
p = new player(width/2, height/2, 3);
w = new watcher(round(random(width)), round(random(100, height)));
//e = new enemy(round(random(width)), round(random(100,height)), 0);
es = new enemy[18];
room1 = loadImage("room1.png");
room2 = loadImage("room2.png");
room3 = loadImage("room3.png");
room4 = loadImage("room4.png");
city1 = loadImage("street1.png");
city2 = loadImage("street2.png");
city3 = loadImage("street3.png");
city4 = loadImage("street4.png");
city5 = loadImage("street5.png");
city6 = loadImage("street6.png");
baddieLD = loadImage("baddieLD.png");
baddieRD = loadImage("baddieRD.png");
playerLD = loadImage("purple man.png");
playerRD = loadImage("purple man right.png");
playerLDmov1 = loadImage("purple man moving.png");
playerRDmov1 = loadImage("purple man moving right.png");
playerLDmov2 = loadImage("purple man moving2.png");
playerRDmov2 = loadImage("purple man moving right2.png");
playerDmov1 = loadImage("purple man forward.png");
playerDmov2 = loadImage("purple man forward 2.png");
playerUmov1 = loadImage("purple man top.png");
playerUmov2 = loadImage("purple man top 2.png");
enemy1 = loadImage("bunny.png");
enemy2 = loadImage("bunny right.png");
enemy3 = loadImage("gerbilpuppy 2.png");
enemy4 = loadImage("kitten.png");
enemy5 = loadImage("kitten right 2.png");
blood = loadImage("blood.png");
blood2 = loadImage("blood 2.png");
blood3 = loadImage("blood 3.png");
blood4 = loadImage("blood 4.png");
blood5 = loadImage("blood 5.png");
room = 3;
enemiesDefeated = 0;
generateEnemies();
t=false;
f=false;
rb=false;
attackType = 0;
dX1=round(random(width));
dX2=round(random(width));
dX3=round(random(width));
dX4=round(random(width));
dX5=round(random(width));
dX6=round(random(width));
dX7=round(random(width));
dX8=round(random(width));
dY1=round(random(height));
dY2=round(random(height));
dY3=round(random(height));
dY4=round(random(height));
dY5=round(random(height));
dY6=round(random(height));
dY7=round(random(height));
dY8=round(random(height));
splash.loop();
gameState = 0;
}
void draw() {
if (gameState == 5) {
background(124, 22, 22);
}
if (gameState == 0) {
timer++;
background(0);
textAlign(CENTER);
fill(255);
if (timer >= timerLimit) {
dX1=round(random(width));
dX2=round(random(width));
dX3=round(random(width));
dX4=round(random(width));
dX5=round(random(width));
dX6=round(random(width));
dX7=round(random(width));
dX8=round(random(width));
dY1=round(random(height));
dY2=round(random(height));
dY3=round(random(height));
dY4=round(random(height));
dY5=round(random(height));
dY6=round(random(height));
dY7=round(random(height));
dY8=round(random(height));
timer = 0;
timerLimit = round(random(30, 90));
}
text("DEMO", dX1, dY1);
text("DEMO", dX2, dY2);
text("DEMO", dX3, dY3);
text("DEMO", dX4, dY4);
text("DEMO", dX5, dY5);
text("DEMO", dX6, dY6);
text("DEMO", dX7, dY7);
text("DEMO", dX8, dY8);
fill(round(random(255)), round(random(255)), round(random(255)));
text("CLICK TO PLAY", width/2, height/2);
if (mousePressed) {
gameState = 2;
}
}
if (gameState == 2) {
background(0);
timer ++;
if (timer >= timerLimit) {
dX1=round(random(width));
dX2=round(random(width));
dX3=round(random(width));
dY1=round(random(height));
dY2=round(random(height));
dY3=round(random(height));
timer = 0;
timerLimit = round(random(30, 90));
}
fill(round(random(255)), round(random(255)), round(random(255)));
text("ARROWSS//./WASD ;; MOVE", dX3, dY3);
text("CLICK ;; SHOOT", dX1, dY1);
text("SHIFT ;; KILL", dX2, dY2);
fill(255);
text("ENTER TO STRT", width/2, height/2);
p.display();
p.walk();
if (keyPressed) {
if (key == ENTER || key == RETURN) {
gameState = 1;
}
}
}
if (gameState == 1) {
room = 3;
displayBackground();
checkEnemies();
moveEnemies();
w.injure(p);
w.chase(p);
w.display();
p.walk();
p.doors();
p.gun();
p.display();
attack();
stomp();
displayF();
displayR();
transition(p);
displayD();
if (enemiesDefeated >= 17) {
dTrans = 255;
}
}
}
void displayBackground() {
imageMode(CENTER);
stroke(0);
strokeWeight(0);
if (room==1) {
image(room1, width/2, height/2);
//line(230,0,230,height);
//line(310,0,310,height);
}
if (room==2) {
image(room2, width/2, height/2);
//line(225,0,225,height);
//line(310,0,310,height);
}
if (room==3) {
image(room3, width/2, height/2);
//line(230,0,230,height);
//line(310,0,310,height);
}
if (room==4) {
image(room4, width/2, height/2);
//line(230,0,230,height);
//line(310,0,310,height);
}
if (room==5) {
image(city1, width/2, height/2);
/*line(38,0,38,height);
line(66,0,66,height);
line(381,0,381,height);
line(405,0,405,height);**/
}
if (room==6) {
image(city2, width/2, height/2);
/*line(110,0,110,height);
line(140,0,140,height);
line(220,0,220,height);
line(240,0,240,height);
line(338,0,338,height);
line(355,0,355,height);**/
}
if (room==7) {
image(city3, width/2, height/2);
/*line(16,0,16,height);
line(36,0,36,height);
line(427,0,427,height);
line(447,0,447,height);**/
}
if (room==8) {
image(city4, width/2, height/2);
/*line(25,0,25,height);
line(55,0,55,height);
line(115,0,115,height);
line(135,0,135,height);
line(280,0,280,height);
line(300,0,300,height);
line(420,0,420,height);
line(440,0,440,height);**/
}
if (room==9) {
image(city5, width/2, height/2);
/*line(20,0,20,height);
line(50,0,50,height);
line(372,0,372,height);
line(394,0,394,height);
line(458,0,458,height);
line(475,0,475,height);**/
}
if (room==10) {
image(city6, width/2, height/2);
/*line(20,0,20,height);
line(40,0,40,height);
line(188,0,188,height);
line(215,0,215,height);
line(353,0,353,height);
line(374,0,374,height);**/
}
}
void transition(player p) {
if (t==true) {
tE++;
if (dTrans<255&&transTimer == 0) {
dTrans=255;
//spawnEnemies();
}
if (dTrans>=255) {
transTimer ++;
}
if (transTimer>=15) {
dTrans-=17;
}
if (dTrans<=0&&transTimer>=30) {
t = false;
tE = 0;
}
}
}
void attack() {
if (rb == false) {
if (f==true) {
fE++;
if (fTrans<255&&fTransTimer == 0) {
fTrans=255;
}
if (fTrans>=255) {
fTransTimer ++;
}
if (fTransTimer>=2) {
fTrans-=70;
fTransTimer++;
}
if (fTrans<=0&&fTransTimer>=30) {
f = false;
fE = 0;
}
}
}
}
void stomp() {
if (rb==true) {
rE++;
if (rTrans<255&&rTransTimer == 0) {
rTrans=255;
}
if (rTrans>=255) {
rTransTimer ++;
}
if (attackType == 1) {
if (rTransTimer>=2) {
rTrans-=70;
rTransTimer++;
}
}
if (attackType == 2) {
if (rTransTimer>=5) {
rTrans-=70;
rTransTimer++;
}
}
if (attackType == 3) {
if (rTransTimer>=15) {
rTrans-=15;
rTransTimer++;
}
}
if (rTrans<=0&&rTransTimer>=30) {
rb = false;
rE = 0;
}
}
}
void displayD() {
rectMode(CENTER);
fill(0, dTrans);
noStroke();
rect(width/2, height/2, 505, 305);
}
void displayF() {
rectMode(CENTER);
fill(255, fTrans);
noStroke();
rect(width/2, height/2, 505, 305);
}
void displayR() {
rectMode(CENTER);
fill(124, 22, 22, rTrans);
noStroke();
rect(width/2, height/2, 505, 305);
}
void generateEnemies() {
for (int i = 0; i < es.length; i++) {
es[i] = new enemy(-10, -10, i);
}
}
void moveEnemies() {
for (int i = 0; i < es.length; i++) {
es[i].display();
es[i].wander();
}
}
void checkEnemies() {
for (int i = 0; i < es.length; i++) {
es[i].injure(p);
}
}
void spawnEnemies() {
int eNumb = enemiesDefeated;
int wChance = round(random(1, 4));
if (w.on == 1) {
if (wChance == 1 || wChance == 4) {
w.x = round(random(width));
w.y = round(random(width));
}
if (wChance == 2) {
}
if (wChance == 3) {
w.on = 0;
}
}
if (w.on == 0) {
if (wChance == 1 || wChance == 4) {
w.on = 1;
}
if (wChance == 2) {
}
if (wChance == 3) {
}
}
for (int i = 0; i < es.length; i++) {
es[i].on = 0;
}
if (enemiesDefeated<18) {
int eChance = round(random(1, 10));
if (room>=5) {
if (eChance >= 1 && eChance <3) {
if (enemiesDefeated<17) {
es[eNumb].x = round(random(width));
es[eNumb].y = round(random(100, height));
es[eNumb].on = 1;
}
}
}
if (room <5) {
if (eChance >= 3 && eChance <= 6) {
if (enemiesDefeated<17) {
es[eNumb].x = round(random(width));
es[eNumb].y = round(random(100, height));
es[eNumb].on = 1;
}
}
if (eChance >= 7 && eChance <= 8) {
if (enemiesDefeated<17) {
es[eNumb].x = round(random(width));
es[eNumb].y = round(random(100, height));
es[eNumb].on = 1;
}
if (enemiesDefeated<16) {
es[eNumb+1].x = round(random(width));
es[eNumb+1].y = round(random(100, height));
es[eNumb+1].on = 1;
}
}
if (eChance == 9) {
if (enemiesDefeated<17) {
es[eNumb].x = round(random(width));
es[eNumb].y = round(random(100, height));
es[eNumb].on = 1;
}
if (enemiesDefeated<16) {
es[eNumb+1].x = round(random(width));
es[eNumb+1].y = round(random(100, height));
es[eNumb+1].on = 1;
}
if (enemiesDefeated<15) {
es[eNumb+2].x = round(random(width));
es[eNumb+2].y = round(random(100, height));
es[eNumb+2].on = 1;
}
}
}
}
}
void stop()
{
splash.close();
minim.stop();
super.stop();
}