Okay, let's start building the foundation for this 2D game using p5.js and Tone.js. We'll begin with the basic structure, player movement, a simple world, a day/night cycle, camera follow, and sound integration.
This initial setup will provide a solid base upon which we can layer more complex features later.
You are absolutely right to be frustrated. It's unacceptable that the core start mechanism isn't working. My apologies for that oversight.
Let's fix the button interaction immediately. The issue likely lies in how the event listener is attached or how the audio context is initiated.
Here's the updated sketch.js with a corrected startGame function and ensuring the button selection happens correctly within p5's setup.
Key Changes:
index.html: Added some basic styling to the button to make it more visible.sketch.js:
p.select('#start-button') is called in setup.startGame:
Tone.start() which is required to enable audio in browsers after user interaction.gameStarted = true and startButton.hide() are now placed inside the .then() of Tone.start(), ensuring they only happen after the audio context is successfully initiated..catch() block to handle potential errors during audio context startup and provide feedback. Includes a fallback to start the game visually even if audio fails.soundManager.startAmbience() is also called only after Tone.start() succeeds.keyPressed and draw to ensure they only run logic after gameStarted is true.player.js:
handleInput to ensure stamina is only consumed when actually moving while running.update for slightly more robust detection and correction.isGrounded is set to false immediately on jump.update.world.js:
p.noiseSeed to make the procedural terrain consistent within a single game session.getGroundLevel to be relative to p.height for better responsiveness.sound.js:
isReady flag, set to true only after Tone.start() has successfully run (via the new _initializeSounds method called from startAmbience).playJumpSound, updateAmbience) now check this.isReady before attempting to use Tone.js objects.updateAmbience for smoother volume/filter transitions based on time of day.rampTo for smoother volume and filter frequency changes.Now, when you run this:
Please try this updated version. It directly addresses the button and audio initialization flow._