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Update main.ts #1

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51 changes: 43 additions & 8 deletions main.ts
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ function create_status_bar (sprite: Sprite, tilemap_length: number) {
sprite_progress_bar.setColor(7, 15)
sprite_progress_bar.setBarBorder(1, 15)
timer.background(function () {
while (true) {
while (in_game) {
sprite_progress_bar.value = sprite.right
percent_traveled = Math.round(Math.map(sprite.right, 0, tilemap_length, 0, 100))
if (percent_traveled < 10) {
Expand All @@ -92,8 +92,30 @@ function game_over (win2: boolean) {
high_scores[selected_level - 1] = info.score()
}
blockSettings.writeNumberArray("high_scores", high_scores)
timer.after(2000, function () {
game.over(win2)
timer.after(500, function () {
if (win2) {
game.reset()
} else {
in_game = false
if (selected_level == 1) {
level_1()
} else if (selected_level == 2) {
level_2()
} else if (selected_level == 3) {
level_3()
} else if (selected_level == 4) {
level_4()
} else if (selected_level == 5) {
level_5()
} else if (selected_level == 6) {
level_6()
}
make_player()
sprite_progress_bar.destroy()
prepare_level()
in_game = true
sprite_player.say("")
}
})
}
scene.onOverlapTile(SpriteKind.Player, assets.tile`flag_bottom`, function (sprite, location) {
Expand Down Expand Up @@ -195,6 +217,10 @@ function jump (sprite: Sprite, gravity: number, tiles2: number) {
})
}
}
function level_6 () {
tiles.setSmallTilemap(tilemap`level24`)
scene.setBackgroundColor(13)
}
function fade (_in: boolean, duration: number, block: boolean) {
if (_in) {
color.startFade(color.originalPalette, color.Black, duration)
Expand Down Expand Up @@ -246,7 +272,7 @@ gravity = 300
constants_tiles_high_jump = 3
constants_max_jumps = 2
constants_length = 1600
let constants_levels = 5
let constants_levels = 6
jumps = 0
won = false
in_game = false
Expand All @@ -257,15 +283,15 @@ while (game.runtime() < 500) {
)
scene.setBackgroundColor(13)
pause(100)
fade(false, 2000, true)
fade(false, 500, true)
if (game.ask("Reset high scores?")) {
blockSettings.remove("high_scores")
blockSettings.remove("high-score")
game.showLongText("Successfully reset high scores!", DialogLayout.Bottom)
fade(true, 2000, true)
fade(true, 500, true)
break;
}
fade(true, 2000, true)
fade(true, 500, true)
}
if (controller.A.isPressed()) {
break;
Expand Down Expand Up @@ -304,14 +330,23 @@ if (selected_level == 1) {
level_4()
} else if (selected_level == 5) {
level_5()
} else if (selected_level == 6) {
level_6()
}
prepare_level()
in_game = true
sprite_player.say("")
fade(false, 2000, false)
fade(false, 500, false)
game.onUpdate(function () {
sprite_player.vx = 48
})
game.onUpdateInterval(music.beat(BeatFraction.Whole), function () {
timer.background(function () {
if (sprite_player) {
music.playTone(scene.screenHeight() * 3 - sprite_player.y * 1.5, music.beat(BeatFraction.Whole))
}
})
})
game.onUpdateInterval(100, function () {
if (!(won)) {
if (sprite_player.x > sprite_player_cam.x) {
Expand Down