Portals End
Description:
FEATURES:
Sound
adjusts
based
on
the
ships
y
position.
The
closer
to
the
top
or
bottom,
the
louder
and
higher
the
pitch
of
the
sound
will
become.
The
sound
is
a
low
frequency
and
semi-‐low
volume
when
in
the
middle
of
the
screen.
I
made
the
sound
mostly
a
low
frequency
and
volume
the
entire
time,
but
it
still
fluctuates
based
on
the
ships
y
position.
I
did
this
because
it
became
too
annoying
and
painful
to
listen
to
while
playing.
If
the
ship
touches
the
sound
wave
at
either
the
top
or
the
bottom,
it
will
cause
damage
to
the
ship.
Staying
in
the
line
longer
than
4
frames
will
kill
you.
This
is
done
by
frames
instead
of
time,
because
the
player
should
never
touch
the
lines,
but
it
gives
a
small
room
for
error.
The
ship
is
pulled
to
the
sound
waves
by
an
“electromagnetic
attraction.”
Aka:
Gravity.
The
player
must
fight
the
pull
using
the
up
and
down
arrows,
or
clicking
above
or
below
the
ship
to
move
it
in
that
direction.
Doing
this
causes
the
ship
to
use
energy.
If
your
ship
runs
out
of
energy,
you
can
no
longer
fight
the
pull.
(you
will
die!)
The
player
should
collect
energy
orbs
as
they
continue
down
the
worm
hole,
in
order
to
keep
fighting
the
gravity
pull
and
dodge
obstacles.
The
player
must
also
avoid
colliding
with
debris
in
the
hole
(obstacles
are
large
squares.)
Collecting
power-‐ups
is
a
future
implementation
that
I
was
not
able
to
include
yet.
They
will
increase
the
players
speed
and
shield
the
players
ship
from
the
electromagnetic
pull
temporally
as
well
as
allow
them
to
break
through
obstacles.
Other
power-‐ups
may
suck
in
all
the
energy
near
the
player
for
a
short
amount
of
time.
The
goal
of
the
game
is
to
last
as
long
as
possible.
The
score
is
calculated
by
distance
travelled
and
the
unity
of
measure
is
called
“light
years.”
Upgrades
and
different
ships
may
become
available
in
future
release
as
well.
The
Art
style
should
be
clean
pixel
art
or
clean
vector
art.
The
Game
was
created
using
an
object
oriented
approach.
If
I
needed
an
object,
button
or
something
in
the
game,
a
class
was
created
for
it.
These
class
files
hold
all
the
variables
for
the
object.
I
made
no
variables
public.
In
order
to
access
the
variable
you
must
call
a
public
function
in
the
class,
which
will
return
the
variable.
This
prevents
accidental
changing
of
the
variable.
I
had
a
difficult
time
trying
to
rotate
the
rect()
around
its
axis.
I
wanted
to
implement
this
for
the
obstacles.
But
I
gave
up
after
they
would
go
off
screen
but
I
would
still
collide
with
them.
I
would
have
like
to
also
have
more
UI
to
show
the
players
their
score
and
high
score,
but
my
first
priority
was
to
get
the
core
game
mechanics
done.
For
now
it
prints
the
score
in
the
bottom
of
the
console.
Code: Soure Code