(currentLines)
| 365 | } |
| 366 | |
| 367 | CheckCollisions(currentLines) { |
| 368 | |
| 369 | let collidedLines = []; |
| 370 | for (let i = 0; i < currentLines.length; i++) { |
| 371 | if (this.IsCollidingWithLine(currentLines[i])) { |
| 372 | collidedLines.push(currentLines[i]); |
| 373 | } |
| 374 | } |
| 375 | |
| 376 | let chosenLine = this.GetPriorityCollision(collidedLines) |
| 377 | |
| 378 | let potentialLanding = false; |
| 379 | if (chosenLine == null) return; |
| 380 | |
| 381 | if (chosenLine.isHorizontal) { |
| 382 | if (this.IsMovingDown()) { |
| 383 | // so the player has potentially landed |
| 384 | //correct the position first then player has landed |
| 385 | this.currentPos.y = chosenLine.y1 - this.height; |
| 386 | |
| 387 | if (collidedLines.length > 1) { |
| 388 | potentialLanding = true; |
| 389 | if (levels[this.currentLevelNo].isIceLevel) { |
| 390 | this.currentSpeed.y = 0; |
| 391 | if (this.IsMovingRight()) { |
| 392 | this.currentSpeed.x -= iceFrictionAcceleration; |
| 393 | } else { |
| 394 | this.currentSpeed.x += iceFrictionAcceleration; |
| 395 | } |
| 396 | |
| 397 | } else { |
| 398 | this.currentSpeed = createVector(0, 0) |
| 399 | |
| 400 | } |
| 401 | // print("potentail landing on nooooooo") |
| 402 | |
| 403 | } else { |
| 404 | this.playerLanded(); |
| 405 | } |
| 406 | |
| 407 | } else { |
| 408 | // if moving up then we've hit a roof and we bounce off |
| 409 | |
| 410 | this.currentSpeed.y = 0 - this.currentSpeed.y / 2; |
| 411 | // ok we gonna need to snap this shit |
| 412 | this.currentPos.y = chosenLine.y1; |
| 413 | if (!mutePlayers || testingSinglePlayer) { |
| 414 | bumpSound.playMode('sustain'); |
| 415 | bumpSound.play(); |
| 416 | } |
| 417 | |
| 418 | } |
| 419 | |
| 420 | |
| 421 | } else if (chosenLine.isVertical) { |
| 422 | if (this.IsMovingRight()) { |
| 423 | this.currentPos.x = chosenLine.x1 - this.width; |
| 424 | } else if (this.IsMovingLeft()) { |
no test coverage detected