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Create status bar in different function
1 parent efb7c5f commit cc847af

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4 files changed

+21
-20
lines changed

4 files changed

+21
-20
lines changed

.github/makecode/blocks.png

39.3 KB
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.github/makecode/blocksdiff.png

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main.blocks

+3-3
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main.ts

+18-17
Original file line numberDiff line numberDiff line change
@@ -36,7 +36,22 @@ function level1 () {
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sprite_player.setVelocity(48, 0)
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sprite_player_cam.setVelocity(48, 0)
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sprite_player.ay = constants_gravity
39-
tilemap_length = tiles.tilemapColumns() * tiles.tileWidth()
39+
create_status_bar(sprite_player, tiles.tilemapColumns() * tiles.tileWidth())
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}
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scene.onOverlapTile(SpriteKind.Player, myTiles.tile4, function (sprite, location) {
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win()
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})
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controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
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jump(sprite_player, constants_gravity, constants_tiles_high_jump)
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})
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function win () {
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sprite_player_cam.setVelocity(0, 0)
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won = true
50+
timer.after(2000, function () {
51+
game.over(true)
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})
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}
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function create_status_bar (sprite: Sprite, tilemap_length: number) {
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sprite_progress_bar = statusbars.create(127, 4, StatusBarKind.Progress)
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sprite_progress_bar.setFlag(SpriteFlag.RelativeToCamera, true)
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sprite_progress_bar.left = 4
@@ -47,8 +62,8 @@ function level1 () {
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sprite_progress_bar.setBarBorder(1, 12)
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timer.background(function () {
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while (true) {
50-
sprite_progress_bar.value = sprite_player.x
51-
percent_traveled = Math.round(Math.map(sprite_player.x, 0, tilemap_length, 0, 100))
65+
sprite_progress_bar.value = sprite.x
66+
percent_traveled = Math.round(Math.map(sprite.x, 0, tilemap_length, 0, 100))
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if (percent_traveled < 10) {
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sprite_progress_bar.setLabel("" + percent_traveled + "%" + " ", 15)
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} else if (percent_traveled < 100) {
@@ -60,19 +75,6 @@ function level1 () {
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}
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})
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}
63-
scene.onOverlapTile(SpriteKind.Player, myTiles.tile4, function (sprite, location) {
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win()
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})
66-
controller.A.onEvent(ControllerButtonEvent.Pressed, function () {
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jump(sprite_player, constants_gravity, constants_tiles_high_jump)
68-
})
69-
function win () {
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sprite_player_cam.setVelocity(0, 0)
71-
won = true
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timer.after(2000, function () {
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game.over(true)
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})
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}
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function make_player () {
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sprite_player = sprites.create(img`
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. . . . . . . . . . . .
@@ -130,7 +132,6 @@ sprites.onDestroyed(SpriteKind.Player, function (sprite) {
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})
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let percent_traveled = 0
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let sprite_progress_bar: StatusBarSprite = null
133-
let tilemap_length = 0
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let sprite_player_cam: Sprite = null
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let sprite_player: Sprite = null
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let won = false

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