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move examples from public to their own examples folder
This commit is contained in:
219
pyscriptjs/examples/mario/js/levels/11.js
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219
pyscriptjs/examples/mario/js/levels/11.js
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@@ -0,0 +1,219 @@
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var oneone = Mario.oneone = function() {
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//The things that need to be passed in are basically just dependent on what
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//tileset we're in, so it makes more sense to just make one variable for that, so
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//TODO: put as much of this in the Level object definition as possible.
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level = new Mario.Level({
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playerPos: [56,192],
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loader: Mario.oneone,
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background: "#7974FF",
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scrolling: true,
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invincibility: [144, 192, 240],
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exit: 204,
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floorSprite: new Mario.Sprite('sprites/tiles.png', [0,0],[16,16],0),
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cloudSprite: new Mario.Sprite('sprites/tiles.png', [0,320],[48,32],0),
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wallSprite: new Mario.Sprite('sprites/tiles.png', [0, 16],[16,16],0),
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brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
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brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
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rubbleSprite: function () {
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return new Mario.Sprite('sprites/items.png', [64,0], [8,8], 3, [0,1])
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},
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ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
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superShroomSprite: new Mario.Sprite('sprites/items.png', [0,0], [16,16], 0),
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fireFlowerSprite: new Mario.Sprite('sprites/items.png', [0,32], [16,16], 20, [0,1,2,3]),
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starSprite: new Mario.Sprite('sprites/items.png', [0,48], [16,16], 20, [0,1,2,3]),
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pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
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pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
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pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
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pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
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pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
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pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
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pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
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pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
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qblockSprite: new Mario.Sprite('sprites/tiles.png', [384, 0], [16,16], 8, [0,0,0,0,1,2,1]),
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bcoinSprite: function() {
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return new Mario.Sprite('sprites/items.png', [0,112],[16,16], 20,[0,1,2,3]);
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},
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cloudSprites:[
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new Mario.Sprite('sprites/tiles.png', [0,320],[16,32],0),
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new Mario.Sprite('sprites/tiles.png', [16,320],[16,32],0),
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new Mario.Sprite('sprites/tiles.png', [32,320],[16,32],0)
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],
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hillSprites: [
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new Mario.Sprite('sprites/tiles.png', [128,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [144,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [160,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [128,144],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [144,144],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [160,144],[16,16],0)
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],
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bushSprite: new Mario.Sprite('sprites/tiles.png', [176, 144], [48, 16], 0),
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bushSprites: [
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new Mario.Sprite('sprites/tiles.png', [176,144], [16,16],0),
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new Mario.Sprite('sprites/tiles.png', [192,144], [16,16],0),
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new Mario.Sprite('sprites/tiles.png', [208,144], [16,16],0)],
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goombaSprite: function() {
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return new Mario.Sprite('sprites/enemy.png', [0, 16], [16,16], 3, [0,1]);
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},
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koopaSprite: function() {
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return new Mario.Sprite('sprites/enemy.png', [96,0], [16,32], 2, [0,1]);
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},
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flagPoleSprites: [
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new Mario.Sprite('sprites/tiles.png', [256, 128], [16,16], 0),
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new Mario.Sprite('sprites/tiles.png', [256, 144], [16,16], 0),
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new Mario.Sprite('sprites/items.png', [128, 32], [16,16], 0)
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]
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});
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ground = [[0,69],[71,86],[89,153],[155,212]];
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player.pos[0] = level.playerPos[0];
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player.pos[1] = level.playerPos[1];
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vX = 0;
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//build THE GROUND
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ground.forEach(function(loc) {
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level.putFloor(loc[0],loc[1]);
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});
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//build scenery
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clouds = [[7,3],[19, 2],[56, 3],[67, 2],[87, 2],[103, 2],[152, 3],[163, 2],[200, 3]];
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clouds.forEach(function(cloud){
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level.putCloud(cloud[0],cloud[1]);
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});
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twoClouds = [[36,2],[132,2],[180,2]];
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twoClouds.forEach(function(cloud){
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level.putTwoCloud(cloud[0],cloud[1]);
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});
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threeClouds = [[27,3],[75,3],[123,3],[171,3]];
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threeClouds.forEach(function(cloud){
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level.putThreeCloud(cloud[0],cloud[1]);
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});
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bHills = [0,48,96,144,192]
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bHills.forEach(function(hill) {
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level.putBigHill(hill, 12);
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});
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sHills = [16,64,111,160];
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sHills.forEach(function(hill) {
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level.putSmallHill(hill, 12);
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});
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bushes = [23,71,118,167];
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bushes.forEach(function(bush) {
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level.putBush(bush, 12);
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});
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twoBushes = [41,89,137];
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twoBushes.forEach(function(bush) {
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level.putTwoBush(bush, 12);
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});
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threeBushes = [11,59,106];
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threeBushes.forEach(function(bush) {
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level.putThreeBush(bush, 12);
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});
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//interactable terrain
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level.putQBlock(16, 9, new Mario.Bcoin([256, 144]));
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level.putBrick(20, 9, null);
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level.putQBlock(21, 9, new Mario.Mushroom([336, 144]));
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level.putBrick(22, 9, null);
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level.putQBlock(22, 5, new Mario.Bcoin([352, 80]));
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level.putQBlock(23, 9, new Mario.Bcoin([368, 144]));
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level.putBrick(24, 9, null);
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level.putPipe(28, 13, 2);
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level.putPipe(38, 13, 3);
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level.putPipe(46, 13, 4);
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level.putRealPipe(57, 9, 4, "DOWN", Mario.oneonetunnel);
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level.putBrick(77, 9, null);
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level.putQBlock(78, 9, new Mario.Mushroom([1248, 144]));
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level.putBrick(79, 9, null);
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level.putBrick(80, 5, null);
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level.putBrick(81, 5, null);
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level.putBrick(82, 5, null);
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level.putBrick(83, 5, null);
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level.putBrick(84, 5, null);
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level.putBrick(85, 5, null);
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level.putBrick(86, 5, null);
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level.putBrick(87, 5, null);
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level.putBrick(91, 5, null);
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level.putBrick(92, 5, null);
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level.putBrick(93, 5, null);
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level.putQBlock(94, 5, new Mario.Bcoin([1504, 80]));
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level.putBrick(94, 9, null);
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level.putBrick(100, 9, new Mario.Star([1600, 144]));
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level.putBrick(101, 9, null);
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level.putQBlock(105, 9, new Mario.Bcoin([1680, 144]));
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level.putQBlock(108, 9, new Mario.Bcoin([1728, 144]));
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level.putQBlock(108, 5, new Mario.Mushroom([1728, 80]));
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level.putQBlock(111, 9, new Mario.Bcoin([1776, 144]));
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level.putBrick(117, 9, null);
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level.putBrick(120, 5, null);
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level.putBrick(121, 5, null);
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level.putBrick(122, 5, null);
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level.putBrick(123, 5, null);
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level.putBrick(128, 5, null);
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level.putQBlock(129, 5, new Mario.Bcoin([2074, 80]));
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level.putBrick(129, 9, null);
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level.putQBlock(130, 5, new Mario.Bcoin([2080, 80]));
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level.putBrick(130, 9, null);
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level.putBrick(131, 5, null);
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level.putWall(134, 13, 1);
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level.putWall(135, 13, 2);
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level.putWall(136, 13, 3);
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level.putWall(137, 13, 4);
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level.putWall(140, 13, 4);
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level.putWall(141, 13, 3);
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level.putWall(142, 13, 2);
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level.putWall(143, 13, 1);
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level.putWall(148, 13, 1);
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level.putWall(149, 13, 2);
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level.putWall(150, 13, 3);
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level.putWall(151, 13, 4);
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level.putWall(152, 13, 4);
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level.putWall(155, 13, 4);
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level.putWall(156, 13, 3);
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level.putWall(157, 13, 2);
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level.putWall(158, 13, 1);
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level.putPipe(163, 13, 2);
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level.putBrick(168, 9, null);
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level.putBrick(169, 9, null);
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level.putQBlock(170, 9, new Mario.Bcoin([2720, 144]));
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level.putBrick(171, 9, null);
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level.putPipe(179, 13, 2);
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level.putWall(181, 13, 1);
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level.putWall(182, 13, 2);
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level.putWall(183, 13, 3);
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level.putWall(184, 13, 4);
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level.putWall(185, 13, 5);
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level.putWall(186, 13, 6);
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level.putWall(187, 13, 7);
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level.putWall(188, 13, 8);
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level.putWall(189, 13, 8);
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level.putFlagpole(198);
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//and enemies
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level.putGoomba(22, 12);
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level.putGoomba(40, 12);
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level.putGoomba(50, 12);
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level.putGoomba(51, 12);
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level.putGoomba(82, 4);
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level.putGoomba(84, 4);
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level.putGoomba(100, 12);
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level.putGoomba(102, 12);
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level.putGoomba(114, 12);
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level.putGoomba(115, 12);
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level.putGoomba(122, 12);
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level.putGoomba(123, 12);
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level.putGoomba(125, 12);
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level.putGoomba(126, 12);
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level.putGoomba(170, 12);
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level.putGoomba(172, 12);
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level.putKoopa(35, 11);
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music.underground.pause();
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// music.overworld.currentTime = 0;
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music.overworld.play();
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};
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65
pyscriptjs/examples/mario/js/levels/11tunnel.js
Normal file
65
pyscriptjs/examples/mario/js/levels/11tunnel.js
Normal file
@@ -0,0 +1,65 @@
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var oneonetunnel = Mario.oneonetunnel = function() {
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level = new Mario.Level({
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playerPos: [40,16],
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loader: Mario.oneonetunnel,
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background: "#000000",
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scrolling: false,
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coinSprite: function() {
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return new Mario.Sprite('sprites/items.png', [0,96],[16,16], 6,[0,0,0,0,1,2,1]);
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},
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floorSprite: new Mario.Sprite('sprites/tiles.png', [0,32],[16,16],0),
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wallSprite: new Mario.Sprite('sprites/tiles.png', [32, 32],[16,16],0),
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brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
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brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
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ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
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pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
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pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
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pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
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pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
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pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
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pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
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pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
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pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
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LPipeSprites:[
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new Mario.Sprite('sprites/tiles.png', [32,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [32,144],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [48,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [48,144],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [64,128],[16,16],0),
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new Mario.Sprite('sprites/tiles.png', [64,144],[16,16],0),
|
||||
]
|
||||
|
||||
});
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player.pos[0] = level.playerPos[0];
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player.pos[1] = level.playerPos[1];
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vX = 0;
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level.putFloor(0,16);
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level.putWall(0,13,11);
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walls = [4,5,6,7,8,9,10];
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walls.forEach(function(loc){
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level.putWall(loc,13,3);
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level.putWall(loc,3,1);
|
||||
});
|
||||
|
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coins = [[5,5], [6,5], [7,5], [8,5], [9,5],
|
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[4,7], [5,7], [6,7], [7,7], [8,7], [9,7], [10,7],
|
||||
[4,9], [5,9], [6,9], [7,9], [8,9], [9,9], [10,9]];
|
||||
coins.forEach(function(pos){
|
||||
level.putCoin(pos[0],pos[1]);
|
||||
});
|
||||
|
||||
//level.putLeftPipe(13,11);
|
||||
level.putRealPipe(13,11,3,"RIGHT", function() {
|
||||
Mario.oneone.call();
|
||||
player.pos = [2616, 177]
|
||||
player.pipe("UP", function() {;});
|
||||
});
|
||||
|
||||
level.putPipe(15,13,13);
|
||||
|
||||
music.overworld.pause();
|
||||
music.underground.currentTime = 0;
|
||||
music.underground.play();
|
||||
};
|
||||
218
pyscriptjs/examples/mario/js/levels/level.js
Normal file
218
pyscriptjs/examples/mario/js/levels/level.js
Normal file
@@ -0,0 +1,218 @@
|
||||
(function() {
|
||||
var Level = Mario.Level = function(options) {
|
||||
this.playerPos = options.playerPos;
|
||||
this.scrolling = options.scrolling;
|
||||
this.loader = options.loader;
|
||||
this.background = options.background;
|
||||
this.exit = options.exit;
|
||||
|
||||
this.floorSprite = options.floorSprite;
|
||||
this.cloudSprite = options.cloudSprite;
|
||||
this.wallSprite = options.wallSprite;
|
||||
this.brickSprite = options.brickSprite;
|
||||
this.rubbleSprite = options.rubbleSprite;
|
||||
this.brickBounceSprite = options.brickBounceSprite;
|
||||
this.ublockSprite = options.ublockSprite;
|
||||
this.superShroomSprite = options.superShroomSprite;
|
||||
this.fireFlowerSprite = options.fireFlowerSprite;
|
||||
this.starSprite = options.starSprite;
|
||||
this.coinSprite = options.coinSprite;
|
||||
this.bcoinSprite = options.bcoinSprite;
|
||||
this.goombaSprite = options.goombaSprite;
|
||||
this.koopaSprite = options.koopaSprite;
|
||||
|
||||
//prop pipe sprites, to be phased out
|
||||
this.pipeLEndSprite = options.pipeLEndSprite;
|
||||
this.pipeREndSprite = options.pipeREndSprite;
|
||||
this.pipeLMidSprite = options.pipeLMidSprite;
|
||||
this.pipeRMidSprite = options.pipeRMidSprite;
|
||||
|
||||
//real pipe sprites, use these.
|
||||
this.pipeUpMid = options.pipeUpMid;
|
||||
this.pipeSideMid = options.pipeSideMid;
|
||||
this.pipeLeft = options.pipeLeft;
|
||||
this.pipeTop = options.pipeTop;
|
||||
|
||||
this.flagpoleSprites = options.flagPoleSprites;
|
||||
|
||||
this.LPipeSprites = options.LPipeSprites;
|
||||
this.cloudSprites = options.cloudSprites;
|
||||
this.hillSprites = options.hillSprites;
|
||||
this.bushSprite = options.bushSprite;
|
||||
this.bushSprites = options.bushSprites;
|
||||
this.qblockSprite = options.qblockSprite;
|
||||
|
||||
this.invincibility = options.invincibility;
|
||||
this.statics = [];
|
||||
this.scenery = [];
|
||||
this.blocks = [];
|
||||
this.enemies = [];
|
||||
this.items = [];
|
||||
this.pipes = [];
|
||||
|
||||
for (var i = 0; i < 15; i++) {
|
||||
this.statics[i] = [];
|
||||
this.scenery[i] = [];
|
||||
this.blocks[i] = [];
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Level.prototype.putFloor = function(start, end) {
|
||||
for (var i = start; i < end; i++) {
|
||||
this.statics[13][i] = new Mario.Floor([16*i,208], this.floorSprite);
|
||||
this.statics[14][i] = new Mario.Floor([16*i,224], this.floorSprite);
|
||||
}
|
||||
};
|
||||
|
||||
Level.prototype.putGoomba = function(x, y) {
|
||||
this.enemies.push(new Mario.Goomba([16*x, 16*y], this.goombaSprite() ));
|
||||
};
|
||||
|
||||
Level.prototype.putKoopa = function(x, y) {
|
||||
this.enemies.push(new Mario.Koopa([16*x, 16*y], this.koopaSprite(), false));
|
||||
};
|
||||
|
||||
Level.prototype.putWall = function(x, y, height) {
|
||||
//y is the bottom of the wall in this case.
|
||||
for (var i = y-height; i < y; i++) {
|
||||
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.wallSprite);
|
||||
}
|
||||
};
|
||||
|
||||
Level.prototype.putPipe = function(x, y, height) {
|
||||
for (var i = y - height; i < y; i++) {
|
||||
if (i === y - height) {
|
||||
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLEndSprite);
|
||||
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeREndSprite);
|
||||
} else {
|
||||
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLMidSprite);
|
||||
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeRMidSprite);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//sometimes, pipes don't go straight up and down.
|
||||
Level.prototype.putLeftPipe = function(x,y) {
|
||||
this.statics[y][x] = new Mario.Floor([16*x, 16*y], this.LPipeSprites[0]);
|
||||
this.statics[y+1][x] = new Mario.Floor([16*x,16*(y+1)], this.LPipeSprites[1]);
|
||||
this.statics[y][x+1] = new Mario.Floor([16*(x+1),16*y], this.LPipeSprites[2]);
|
||||
this.statics[y+1][x+1] = new Mario.Floor([16*(x+1),16*(y+1)], this.LPipeSprites[3]);
|
||||
this.statics[y][x+2] = new Mario.Floor([16*(x+2),16*y], this.LPipeSprites[4]);
|
||||
this.statics[y+1][x+2] = new Mario.Floor([16*(x+2),16*(y+1)], this.LPipeSprites[5]);
|
||||
};
|
||||
|
||||
Level.prototype.putCoin = function(x, y) {
|
||||
this.items.push(new Mario.Coin(
|
||||
[x*16, y*16],
|
||||
this.coinSprite()
|
||||
));
|
||||
};
|
||||
|
||||
Level.prototype.putCloud = function(x, y) {
|
||||
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.cloudSprite);
|
||||
};
|
||||
|
||||
Level.prototype.putQBlock = function(x, y, item) {
|
||||
this.blocks[y][x] = new Mario.Block( {
|
||||
pos: [x*16, y*16],
|
||||
item: item,
|
||||
sprite: this.qblockSprite,
|
||||
usedSprite: this.ublockSprite
|
||||
});
|
||||
};
|
||||
|
||||
Level.prototype.putBrick = function(x,y,item) {
|
||||
this.blocks[y][x] = new Mario.Block({
|
||||
pos: [x*16, y*16],
|
||||
item: item,
|
||||
sprite: this.brickSprite,
|
||||
bounceSprite: this.brickBounceSprite,
|
||||
usedSprite: this.ublockSprite,
|
||||
breakable: !item
|
||||
});
|
||||
};
|
||||
|
||||
Level.prototype.putBigHill = function(x, y) {
|
||||
var px = x*16, py = y*16;
|
||||
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
|
||||
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
|
||||
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[0]);
|
||||
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[4]);
|
||||
this.scenery[y-1][x+2] = new Mario.Prop([px+32, py-16], this.hillSprites[3]);
|
||||
this.scenery[y-2][x+2] = new Mario.Prop([px+32, py-32], this.hillSprites[1]);
|
||||
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.hillSprites[5]);
|
||||
this.scenery[y-1][x+3] = new Mario.Prop([px+48, py-16], this.hillSprites[2]);
|
||||
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.hillSprites[2]);
|
||||
};
|
||||
|
||||
Level.prototype.putBush = function(x, y) {
|
||||
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.bushSprite);
|
||||
};
|
||||
|
||||
Level.prototype.putThreeBush = function(x,y) {
|
||||
px = x*16;
|
||||
py = y*16;
|
||||
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
|
||||
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
|
||||
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
|
||||
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[1]);
|
||||
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.bushSprites[2]);
|
||||
};
|
||||
|
||||
Level.prototype.putTwoBush = function(x,y) {
|
||||
px = x*16;
|
||||
py = y*16;
|
||||
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
|
||||
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
|
||||
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
|
||||
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[2]);
|
||||
};
|
||||
|
||||
Level.prototype.putSmallHill = function(x, y) {
|
||||
var px = x*16, py = y*16;
|
||||
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
|
||||
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
|
||||
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[1]);
|
||||
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[2]);
|
||||
};
|
||||
|
||||
Level.prototype.putTwoCloud = function(x,y) {
|
||||
px = x*16;
|
||||
py = y*16;
|
||||
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
|
||||
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
|
||||
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
|
||||
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[2]);
|
||||
};
|
||||
|
||||
Level.prototype.putThreeCloud = function(x,y) {
|
||||
px = x*16;
|
||||
py = y*16;
|
||||
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
|
||||
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
|
||||
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
|
||||
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[1]);
|
||||
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.cloudSprites[2]);
|
||||
};
|
||||
|
||||
Level.prototype.putRealPipe = function(x, y, length, direction, destination) {
|
||||
px = x*16;
|
||||
py = y*16;
|
||||
this.pipes.push(new Mario.Pipe({
|
||||
pos: [px, py],
|
||||
length: length,
|
||||
direction: direction,
|
||||
destination: destination
|
||||
}));
|
||||
}
|
||||
|
||||
Level.prototype.putFlagpole = function(x) {
|
||||
this.statics[12][x] = new Mario.Floor([16*x, 192], this.wallSprite);
|
||||
for (i=3; i < 12; i++) {
|
||||
this.scenery[i][x] = new Mario.Prop([16*x, 16*i], this.flagpoleSprites[1])
|
||||
}
|
||||
this.scenery[2][x] = new Mario.Prop([16*x, 32], this.flagpoleSprites[0]);
|
||||
this.items.push(new Mario.Flag(16*x));
|
||||
}
|
||||
})();
|
||||
Reference in New Issue
Block a user