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truth.pde
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//booleans qui activent les clefs//
boolean key0 = false;//clef du PONG
boolean key1 = false;//clef du DASH
boolean key2 = false;//clef du FIGHT
//boolean du secret//
boolean fin;
boolean finRed;
boolean finBlue;
//variables pour faire apparaitre le secret
float xBgTruth = 0;
float transparency = 255;
//variable pour les credit timer
int xposRectEnd = -500;
//final pour que le pixel violet monte//
boolean _upEnd;//déplacement pixel violet//
boolean _upEnd1;//déplacement pixel violet//
float yposPurple = 400;
void Truth() {
strokeWeight(3); //contour de la fenetre de chargement en GOLD
stroke(gold);
chargement(2, 2);
if (go) {
displayPlayers();
//invoquer fonction qui permet aux joueurs de réaliser le secret
//////---FAIRE APPARAITRE LE SECRET////
/////Quand toutes les clefs ont été positionnées dans le labyrinth alors lancer la fin/////
image(loadImage("bg_truth.png"), xBgTruth, 0);
PositionPlayers();
if (fin) {//conditionskey0 && key1 && key2 && key3
xBg = -10000; //remove the principale background to load the image pixels by pixels
xBgTruth = -10000; //remove the principale background to load the image pixels by pixels
xposTimer2 = 1000;//remove le download
Xchargement = 10000;
//créer la tranparence avec le fond///
if (transparency > 0) {
transparency -= 15;
}
tint(255, transparency);
image(loadImage("bg_truth.png"), 0, 0);
truth.loadPixels();
for (int i = 0; i < 40; i++) {
int varX = int(random (width));
int varY = int(random (height));
fill(truth.pixels[varY*width + varX]);
strokeWeight(0.1);
rect(varX, varY, 4, 4);
}
}
/////-----FIN APPARITION SECRET------///////////////
//////Display players dans le MAZE////
//display les joueurs sur le jeu//
players[0].displayDash(red);
players[1].displayDash(blue);
//déplacement
//joueur rouge
if (_up)players[0].moveUpMaze();
if (_down)players[0].moveDownMaze();
if (_left)players[0].moveLeftMaze();
if (_right)players[0].moveRightMaze();
players[0].dirX = 2;
players[0].dirY = 2;
//joueur bleu
if (_up2)players[1].moveUpMaze();
if (_down2)players[1].moveDownMaze();
if (_left2)players[1].moveLeftMaze();
if (_right2)players[1].moveRightMaze();
players[1].dirX = 2;
players[1].dirY = 2;
displayMazePlayers = false;
}
}
void PositionPlayers() {
Xpixel = 410;
Ypixel = 400;
fill(0);
stroke(gold);
rect(Xpixel, Ypixel, 30, 30);
if (( players[1].xpos + 20 >= Xpixel && players[1].xpos <= Xpixel+ 30 && players[1].ypos + 20 >= Ypixel && players[1].ypos <= Ypixel + 30 )) finBlue = true;
if (( players[0].xpos + 20 >= Xpixel && players[0].xpos <= Xpixel+ 30 && players[0].ypos + 20 >= Ypixel && players[0].ypos <= Ypixel + 30 )) finRed = true;
if (finRed == true && finBlue == true) {
fin = true;
players[0].xpos = 1000;
players[1].xpos = 1000;
strokeWeight(1);
stroke(gold);
fill(purple);
rect(410, yposPurple, 30, 30);
if (_upEnd == true && _upEnd1 == true )moveUpPurple();
if (yposPurple <= 195)run=7;
}
}
void moveUpPurple() {//faire bouger le pixel violet à deux//
yposPurple = yposPurple - 0.15;
}
void credit() { //crédit de fin du jeu
fill(0);
rect(xposRectEnd, 0, 860, 780);
xposRectEnd += 10;
if (xposRectEnd >= 0) {
xposRectEnd = 0;
textFont(f1);
fill(gold);
text("music & developing\nby Hugo Bijaoui", width/2 -100, height/2);
text("Pour Raph", 700, 730);
}
}