var introSnd, snd1,snd2,snd3, snd4, snd5; var startImg, helpImg, titleImg; var titleBg, dialogueBg, middleSceneBg, leftSceneBg, rightSceneBg; function preload() { introSnd = loadSound("sounds/prrp.mp3"); snd1 = loadSound("sounds/ponk.mp3"); endsnd = loadSound("sounds/Gameover.mp3"); bgm = loadSound("sounds/bgm.mp3"); snd2 = loadSound("sounds/clickon.mp3"); snd3 = loadSound("sounds/clickoff.mp3"); snd4 = loadSound("sounds/start.mp3"); snd5 = loadSound("sounds/select.mp3"); foundsnd = loadSound("sounds/robot.mp3"); helpImg = loadImage("images/help.png"); startImg = loadImage("images/start.png"); startaImg = loadImage("images/starta.png"); titleImg = loadImage("images/title.png"); helpscreenImg = loadImage("images/helpscreen.png"); // img32 = loadImage("images/") // titleBg = loadImage("images/titlebg.png"); middleSceneBg = loadImage("images/middleSceneBg.png"); leftSceneBg = loadImage("images/leftSceneBg.png"); rightSceneBg = loadImage("images/rightSceneBg.png"); endscreen = loadImage("images/endscreen.png"); mSpriteHappy = loadImage("images/mSprite-Happy.png"); mSpriteDown = loadImage("images/mSprite-Down.png"); mSpriteNeutral = loadImage("images/mSprite-Neutral.png"); mSpriteSmile = loadImage("images/mSprite-Smile.png"); rSpriteNeutral = loadImage("images/rSprite-Neutral.png"); rSpriteDown = loadImage("images/rSprite-Down.png"); arrowRImg = loadImage("images/arrowR.png"); arrowLImg = loadImage("images/arrowL.png"); kirbyImg = loadImage("images/hidingKirby.png"); kirbyImgGood = loadImage("images/kirbySceneGood.png"); kirbyImgBad = loadImage("images/kirbySceneBad.png"); curtainsImg = loadImage("images/hidingCurtains.png"); curtainsImgGood = loadImage("images/curtainSceneGood.png"); curtainsImgBad = loadImage("images/curtainSceneBad.png"); shadowImg = loadImage("images/hidingShadow.png"); shadowImgGood = loadImage("images/shadowSceneGood.png"); shadowImgBad = loadImage("images/shadowSceneBad.png"); blanketImg = loadImage("images/hidingBlanket.png"); blanketImgGood = loadImage("images/BlanketSceneGood.png"); blanketImgBad = loadImage("images/BlanketSceneBad.png"); windowImg = loadImage("images/hidingWindow.png"); windowImgGood = loadImage("images/hidingWindowgood.png"); windowImgBad = loadImage("images/hidingWindowbad.png"); cabinetImg = loadImage("images/hidingCabinet.png"); cabinetImgGood = loadImage("images/hidingCabinetgood.png"); cabinetImgBad = loadImage("images/hidingCabinetbad.png"); chairImg = loadImage("images/hidingChair.png"); chairImgGood = loadImage("images/hidingChairgood.png"); chairImgBad = loadImage("images/hidingChairbad.png"); shelfImg = loadImage("images/hidingShelf.png"); shelfImgGood = loadImage("images/hidingShelfgood.png"); shelfImgBad = loadImage("images/hidingShelfbad.png"); } // global manager object var mgr; function setup() { createCanvas(800, 800); mgr = new SceneManager(); // Preload scenes. Preloading is normally optional // ... but needed if showNextScene() is used. mgr.addScene (intro); mgr.addScene (dialogue); mgr.addScene (middleScene); mgr.addScene (kirbyScene); mgr.addScene (curtainScene); mgr.addScene (leftScene); mgr.addScene (shadowScene); mgr.addScene (windowScene); mgr.addScene (blanketScene); mgr.addScene (rightScene); mgr.addScene (cabinetScene); mgr.addScene (chairScene); mgr.addScene (shelfScene); mgr.addScene (endScene); //Beginning mgr.showNextScene(intro); } function draw() { // pass the current draw function into the SceneManager mgr.draw(); } function mousePressed() { // pass the mousePressed message into the SceneManager mgr.mousePressed(); } function mouseMoved() { // pass the mouseMoved message into the SceneManager mgr.handleEvent("mouseDragged"); } function mouseDragged() { // pass the mouseMoved message into the SceneManager mgr.handleEvent("mouseDragged"); } // function keyPressed() // { // // You can optionaly handle the key press at global level... // switch(key) // { // case '1': // mgr.showScene( intro ); // break; // case '2': // mgr.showScene( dialoge ); // break; // case '3': // mgr.showScene( scene3 ); // break; // case '4': // mgr.showScene( scene4 ); // break; // case '5': // mgr.showScene( scene5 ); // break; // case 'e': // mgr.showScene( intro ); // break; // } // // // ... then dispatch via the SceneManager. // mgr.keyPressed(); // }