+// Gameplay\r
+ \r
+clock_t jump_clock = clock();\r
+int jump_height = 3;\r
+double jump_time1 = 50;\r
+double jump_time2 = 100;\r
+int text_speed = 50;\r
+\r
+void update_play(bool can_jump = true, int x_min = 0, int x_max = WIDTH - 1) {\r
+ if (key_down(Key::Left) &&\r
+ !player.collision_x(-1) &&\r
+ player.x > x_min)\r
+ player.move(-1, 0);\r
+ if (key_down(Key::Right) &&\r
+ !player.collision_x(1) &&\r
+ player.x < x_max)\r
+ player.move(+1, 0);\r
+\r
+ if (key_pressed(Key::Jump) &&\r
+ can_jump &&\r
+ player.jumping == 0 &&\r
+ !player.collision_y(-1)) {\r
+ player.jumping = 1;\r
+ player.move(0, -1);\r
+ jump_clock = clock();\r
+ }\r
+ if (player.jumping != 0) {\r
+ if (player.jumping < jump_height && get_dur(jump_clock) > jump_time1) {\r
+ if (!player.collision_y(-1)) {\r
+ player.move(0, -1);\r
+ player.jumping++;\r
+ jump_clock = clock();\r
+ } else {\r
+ player.jumping = jump_height;\r
+ }\r
+ } else if (player.jumping == jump_height && get_dur(jump_clock) > jump_time2) {\r
+ player.jumping = 0;\r
+ }\r
+ }\r
+ if (!player.jumping && !player.collision_y(1))\r
+ player.move(0, +1);\r
+\r
+ char b = get_block(player.x, player.y);\r
+ if (b == '/' || b == '\\' || b == '<' || b == '>')\r
+ player.move_to(player.x_spawn, player.y_spawn);\r
+}\r
+\r
+void print_text(int x, int y, string text, int delay) {\r
+ for (int i = 0; i < text.size(); i++) {\r
+ select_length(get_pos(x + i, y), 1);\r
+ replace(text.substr(i, 1));\r
+ Sleep(delay);\r
+ }\r
+}\r
+\r
+void intro() {\r
+ static int progress = 0;\r
+ switch (progress) {\r
+ case 0:\r
+ print_text(4, 2, "Move with left/right.", text_speed);\r
+\r
+ progress++;\r
+ break;\r
+ case 1:\r
+ update_play(false);\r
+ if (player.x == 17) {\r
+ print_text(4, 4, "Jump with up.", text_speed);\r
+ print_text(4, 6, "Stand on x.", text_speed);\r
+ progress++;\r
+ }\r
+ break;\r
+ case 2:\r
+ update_play();\r
+ if (player.x == 22) {\r
+ print_text(4, 8, "Collect ? for ???.", text_speed);\r
+ progress++;\r
+ }\r
+ break;\r
+ case 3:\r
+ update_play(true, 0, 33);\r
+ if (get_block(player.x, player.y) == '?') {\r
+ print_text(4, 10, "Avoid /\\.", text_speed);\r
+ progress++;\r
+ }\r
+ break;\r
+ case 4:\r
+ update_play();\r
+ if (player.x == 39) {\r
+ print_text(4, 14, "Finish lvl by reaching O.", text_speed);\r
+ progress++;\r
+ }\r
+ break;\r
+ case 5:\r
+ update_play();\r
+ if (get_block(player.x, player.y) == 'O') {\r
+ load_level(1);\r
+ }\r
+ break;\r
+ }\r
+}\r
+\r
+void lvl1() {\r
+ static int progress = 0;\r
+ switch (progress) {\r
+ case 0:\r
+ print_text(4, 2, "Also avoid > and <.", text_speed);\r
+ progress++;\r
+ break;\r
+ case 1:\r
+ update_play();\r
+ break;\r
+ }\r
+}\r
+\r
+void update_game() {\r
+ switch (lvl) {\r
+ case 0:\r
+ intro();\r
+ break;\r
+ case 1:\r
+ lvl1();\r
+ break;\r
+ }\r
+}\r
+\r