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let begin;
let duration = 20;
let time;
let player;
let playerSize = 20;
let eaten = 0
let size;
let levelT;
let fps = 100
let totalEat = 0;
let timer = 0;
let timerStart = 0;
let countDown = 0;
let countDownStart = 15;
// make a level variable starts as level = 1;
//find where it resets the dots, and in the same moment, increase the level ++
//near your other text, create a text showing "level: "+level,x,y)
function setup() {
levelT = 0;
time = 20;
begin = millis();
frameRate(fps);
createCanvas(windowWidth, windowHeight);
background(100);
player = new Ball(mouseX, mouseY, playerSize, color(255, 0, 0));
collectibles = new Collectibles(20, player,eaten);
collectibles.generate();
enemies = new Enemy(5, player);
enemies.generate();
console.log(enemies.triangles);
enemies.dropTriangles();
textSize(45);
timerStart = int(millis()/1000)
countDown = countDownStart;
}
function draw() {
background(255);
player.x = mouseX;
player.y = mouseY;
player.draw();
collectibles.draw();
enemies.draw()
text(`Level: ${levelT}`, 50, 165);
text(`Score: ${totalEat}`, 50, 70);
text(`Time left: ${Math.round(countDown)}`, 50, 120);
timeTracker();
//need to reset or add time when level changes.
timer = int(millis()/1000 - timerStart);
countDown = int(countDownStart - timer);
}
function timeTracker() {
if(countDown <= 0) {
let message = "GAME OVER";
let messageWidth = textWidth(message);
textSize(60);
fill('black');
text("Game Over", width / 2 - messageWidth, height / 2);
noLoop();
}
}