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var path, boy, cash, diamonds, jwellery, sword;
var pathImg, boyImg, cashImg, diamondsImg, jwelleryImg, swordImg;
var Tc = 0;
var cashG, diamondsG, jwelleryG, swordGroup;
var endImg;
var end, ends;
var gameState = "PLAY";
var endR;
function preload() {
pathImg = loadImage("Road.png");
boyImg = loadAnimation("runner1.png", "runner2.png");
cashImg = loadImage("cash.png");
diamondsImg = loadImage("diamonds.png");
jwelleryImg = loadImage("jwell.png");
swordImg = loadImage("sword.png");
ends = loadImage("gameOver.png");
endR = loadAnimation("runner1.png");
}
function setup() {
createCanvas(windowWidth, windowHeight);
// Moving background
path = createSprite(width / 2, height / 2);
path.addImage(pathImg);
path.velocityY = 4;
end = createSprite(width/2 , height/2, 20, 20)
end.addImage(ends);
end.visible = false;
//creating boy running
boy = createSprite(width / 2, height - 30, 20, 20);
boy.scale = 0.08;
boy.addAnimation("SahilRunning", boyImg);
boy.addAnimation("Stop", endR);
cashG = new Group();
diamondsG = new Group();
jwelleryG = new Group();
swordGroup = new Group();
}
function draw() {
console.log(gameState)
background(0);
edges = createEdgeSprites();
boy.collide(edges);
if (gameState == "PLAY") {
end.visible = false;
//code to reset the background
if (path.y > 400) {
path.y = height / 2;
}
path.velocityY = 4;
boy.x = World.mouseX;
createCash();
createDiamonds();
createJwellery();
createSword();
if (cashG.isTouching(boy)) {
cashG.destroyEach();
Tc += 75;
} else if (diamondsG.isTouching(boy)) {
diamondsG.destroyEach();
Tc += 250;
} else if (jwelleryG.isTouching(boy)) {
jwelleryG.destroyEach();
Tc += 100;
} else if (swordGroup.isTouching(boy)) {
swordGroup.destroyEach();
gameState = "END";
}
} else if (gameState == "END") {
end.visible = true;
path.velocityY = 0;
swordGroup.destroyEach();
diamondsG.destroyEach();
cashG.destroyEach();
jwelleryG.destroyEach();
swordGroup.setVelocityEach(0);
diamondsG.setVelocityEach(0);
cashG.setVelocityEach(0);
jwelleryG.setVelocityEach(0);
boy.visible = false;
}
drawSprites();
textSize(20);
fill(255);
text("Treasure: " + Tc, 150, 30);
}
function createCash() {
if (World.frameCount % 220 - round(Tc/30) == 0) {
var cash = createSprite(Math.round(random(50, 350), 40, 10, 10));
cash.addImage(cashImg);
cash.scale = 0.12;
cash.velocityY = 3;
cash.lifetime = 250;
cashG.add(cash);
}
}
function createDiamonds() {
if (World.frameCount % 60 - round(Tc/30) == 0) {
var diamonds = createSprite(Math.round(random(50, 350), 40, 10, 10));
diamonds.addImage(diamondsImg);
diamonds.scale = 0.03;
diamonds.velocityY = 3;
diamonds.lifetime = 250;
diamondsG.add(diamonds);
}
}
function createJwellery() {
if (World.frameCount % 80 - round(Tc/30) == 0) {
var jwellery = createSprite(Math.round(random(50, 350), 40, 10, 10));
jwellery.addImage(jwelleryImg);
jwellery.scale = 0.13;
jwellery.velocityY = 3;
jwellery.lifetime = 250;
jwelleryG.add(jwellery);
}
}
function createSword() {
if (World.frameCount % 200 - round(Tc/30) == 0) {
var sword = createSprite(Math.round(random(50, 350), 40, 10, 10));
sword.addImage(swordImg);
sword.scale = 0.1;
sword.velocityY = 30;
sword.lifetime = 250;
swordGroup.add(sword);
}
}