const initialDropTime = 3000;
allSprites.autoCull = false;
stages.collider = "static";
stages.friction = friction;
base = new stages.Sprite(canvas.hw, canvas.h, canvas.w, margin, "static");
const wallHeight = 20000;
let left = new stages.Sprite( margin / 2, canvas.h - wallHeight / 2, margin, wallHeight, "static");
let right = new stages.Sprite(canvas.w - margin / 2, canvas.h - wallHeight / 2, margin, wallHeight, "static");
player = new Sprite(canvas.hw, canvas.h -(diameter + margin), diameter);
player.friction = friction;
groundSensor = new Sprite(player.x, player.y + diameter + sensor.width / 2, sensor.width, sensor.height, "none");
groundSensor.visible = false;
groundSensor.mass = 0.01;
let joint = new GlueJoint(player, groundSensor);
scaffolds.color = "black";
scaffolds.friction = friction;
'triangle', 'square', 'pentagon', 'hexagon',
'septagon','octagon', 'enneagon', 'decagon',
'hendecagon', 'dodecagon'
async function scaffoldSequence(){
await delay(initialDropTime);
let graph = Graphs[ Math.round(random(Graphs.length)) ];
let scaffold = new scaffolds.Sprite(random(radius, canvas.w - radius), player.y - canvas.h + 100, radius, graph);
const score = "score:" + (startHeight - parseInt(player.y)).toString();
text(score, canvas.hw, 42);
text("You Died!", canvas.hw, canvas.hh);
if(groundSensor.overlapping(base) || groundSensor.overlapping(scaffolds)){
player.vel.y = -jumpForce;
player.vel.x = -moveForce;
if(kb.pressing("right")){
player.vel.x = moveForce;
camera.y = player.y - 300;
if(player.collides(scaffolds)){
for(const scaffold of scaffolds){
if(player.collides(scaffold)){
const ySquared = scaffold.vel.y * scaffold.vel.y;
const xSquared = scaffold.vel.x * scaffold.vel.x;
const accellaration = Math.sqrt(ySquared + xSquared);
if(accellaration > killPower){