/* Allie Arnott
Falling Death
Assignment 2 Object Oriented Toy */
//initializing objects by level, assign each object number for level
player playerBlock;
//level 1
red_circle leveloneobjectone;
//level 2
red_block leveltwoobjectone;
//level 3
yellow_block levelthreeobjectone;
//level 4
red_block levelfourobjectone;
//level 5
red_block levelfiveobjectone;
green_block levelfiveobjecttwo;
red_circle levelfiveobjectthree;
yellow_block levelfiveobjectfour;
//level 6
yellow_block levelsixobjectone;
red_circle levelsixobjecttwo;
green_block levelsixobjectthree;
red_block levelsixobjectfour;
//level 7
red_circle levelsevenobjectone;
red_block levelsevenobjecttwo;
blue_block levelsevenobjectthree;
//level 8
red_block leveleightobjectone;
blue_block leveleightobjecttwo;
//level 9
blue_block levelnineobjectone;
//level 10
red_block leveltenobjectone;
blue_block leveltenobjecttwo;
void setup()
{
//window size
size(400, 400);
//remove cursor
noCursor();
//removes stroke
noStroke();
//sets up each object
//level 1
leveloneobjectone=new red_circle(375, 50, 100);
//level 2
leveltwoobjectone=new red_block(75, 150, 125, 200);
//level 3
levelthreeobjectone=new yellow_block(375, 200, 400, 300);
//level 4
levelfourobjectone=new red_block(333, 382, 375, 400);
//level 5
levelfiveobjectone=new red_block(333,400, 375, 416);
levelfiveobjecttwo=new green_block(333, 466, 375, 500);
levelfiveobjectthree=new red_circle(150, 450, 50);
levelfiveobjectfour=new yellow_block(0, 450, 25, 500);
//level 6
levelsixobjectone=new yellow_block(0, 500, 25, 550);
levelsixobjecttwo=new red_circle(200, 550, 100);
levelsixobjectthree=new green_block(333, 500, 375, 533);
levelsixobjectfour=new red_block(333, 582, 375, 600);
//level 7
levelsevenobjectone=new red_circle(150, 650, 50);
levelsevenobjecttwo=new red_block(333, 600, 375, 616);
levelsevenobjectthree= new blue_block(375, 600, 400, 700);
//level 8
leveleightobjectone= new red_block(25, 733, 100, 766);
leveleightobjecttwo= new blue_block(375, 700, 400, 800);
//level 9
levelnineobjectone= new blue_block(375, 800, 400, 900);
//level 10
leveltenobjectone= new red_block(100, 933, 150, 1000);
leveltenobjecttwo= new blue_block(375, 900, 400, 933);
//create player
playerBlock= new player(35, 35, 375, 600, 400, 933, 375, 200, 400, 300, 25, 450, 0, 550);
}
void draw(){
//draw background
fill(250);
rectMode(CORNERS);
rect(0,0,400,400);
//draw level one (specifically so the red circle isnt infront of the edges
levelonecall();
//draw edges
fill(#5405AF);
rectMode(CORNERS);
rect(0,0, 25, 400);
rect (400,0, 375, 400);
//draw everything that is shown on screen
leveltwocall();
levelthreecall();
levelfourcall();
levelfivecall();
levelsixcall();
levelsevencall();
leveleightcall();
levelninecall();
leveltencall();
//checks if player is pushing mouse button
keyReleased();
keyPressed();
//draws player
playerBlock.playerDisplay();
//shows damage taken by player
damage();
displaydamage();
//stops player from falling off screen
playerBlock.playerCollideEdge();
//updates player velocity
playerBlock.playerJump();
playerBlock.playerFall();
//checks if endstate has been triggered
endscreen();
}
boolean jump;
int damageTaken = 0;
boolean endstate=false;
//makes the jump var to true or false for player class
void mouseClicked(){
jump = true;
}
//graphics of the damage counter
void displaydamage(){
fill(#3C2CFF, 192);
rect(95, 0, 400, 35);
fill(0);
textSize(32);
text("Damage Taken:" + damageTaken, 100, 30);
if (damageTaken > 100){
endstate = true;
}
}
//graphics of the end screen
void endscreen (){
if (endstate == true){
fill(#525252);
rectMode(CORNERS);
rect(0,0, 400, 400);
fill(250);
textSize(50);
text("Game Over", 80, 170);
}
}
//function for damage taken
void damage(){
//level 1 damage
if ((playerBlock.playerTop >= (leveloneobjectone.positionCenter.y - leveloneobjectone.circleRadius))
&& (playerBlock.playerBottom <= (leveloneobjectone.positionCenter.y + leveloneobjectone.circleRadius))) {
if ((playerBlock.playerLeft >= (leveloneobjectone.positionCenter.x - leveloneobjectone.circleRadius))
&& (playerBlock.playerRight <= (leveloneobjectone.positionCenter.x + leveloneobjectone.circleRadius))){
damageTaken = damageTaken + 1;
}
}
//level two damage
if ((playerBlock.playerBottom >= leveltwoobjectone.positionTopLeft.y) && (playerBlock.playerTop <= leveltwoobjectone.positionBottomRight.y)){
if ((playerBlock.playerRight >= leveltwoobjectone.positionTopLeft.x) && (playerBlock.playerLeft <= leveltwoobjectone.positionBottomRight.x)){
damageTaken = damageTaken + 1;
}
}
//levelfour damage
if ((playerBlock.playerBottom >= levelfourobjectone.positionTopLeft.y) && (playerBlock.playerTop <= levelfourobjectone.positionBottomRight.y)){
if ((playerBlock.playerRight >= levelfourobjectone.positionTopLeft.x) && (playerBlock.playerLeft <= levelfourobjectone.positionBottomRight.x)){
damageTaken = damageTaken + 1;
}
}
//level five damage
if ((playerBlock.playerBottom >= levelfiveobjectone.positionTopLeft.y) && (playerBlock.playerTop <= levelfiveobjectone.positionBottomRight.y)){
if ((playerBlock.playerRight >= levelfiveobjectone.positionTopLeft.x) && (playerBlock.playerLeft <= levelfiveobjectone.positionBottomRight.x)){
damageTaken = damageTaken + 1;
}
}
if ((playerBlock.playerTop >= (levelfiveobjectthree.positionCenter.y - levelfiveobjectthree.circleRadius))
&& (playerBlock.playerBottom <= (levelfiveobjectthree.positionCenter.y + levelfiveobjectthree.circleRadius))) {
if ((playerBlock.playerLeft >= (levelfiveobjectthree.positionCenter.x - levelfiveobjectthree.circleRadius))
&& (playerBlock.playerRight <= (levelfiveobjectthree.positionCenter.x + levelfiveobjectthree.circleRadius))){
damageTaken = damageTaken + 1;
}
}
if ((playerBlock.playerBottom >= levelfiveobjecttwo.positionTopLeft.y) && (playerBlock.playerTop <= levelfiveobjecttwo.positionBottomRight.y)){
if ((playerBlock.playerRight >= levelfiveobjecttwo.positionTopLeft.x) && (playerBlock.playerLeft <= levelfiveobjecttwo.positionBottomRight.x)){
damageTaken = damageTaken -2; //removes damage when on green space
}
}
//level six damage
if ((playerBlock.playerTop >= (levelsixobjecttwo.positionCenter.y - levelsixobjecttwo.circleRadius))
&& (playerBlock.playerBottom <= (levelsixobjecttwo.positionCenter.y + levelsixobjecttwo.circleRadius))) {
if ((playerBlock.playerLeft >= (levelsixobjecttwo.positionCenter.x - levelsixobjecttwo.circleRadius))
&& (playerBlock.playerRight <= (levelsixobjecttwo.positionCenter.x + levelsixobjecttwo.circleRadius))){
damageTaken = damageTaken + 1;
}
}
if ((playerBlock.playerBottom >= levelsixobjectfour.positionTopLeft.y) && (playerBlock.playerTop <= levelsixobjectfour.positionBottomRight.y)){
if ((playerBlock.playerRight >= levelsixobjectfour.positionTopLeft.x) && (playerBlock.playerLeft <= levelsixobjectfour.positionBottomRight.x)){
damageTaken = damageTaken + 1;
}
}
if ((playerBlock.playerBottom >= levelsixobjectthree.positionTopLeft.y) && (playerBlock.playerTop <= levelsixobjectthree.positionBottomRight.y)){
if ((playerBlock.playerRight >= levelsixobjectthree.positionTopLeft.x) && (playerBlock.playerLeft <= levelsixobjectthree.positionBottomRight.x)){
damageTaken = damageTaken -2; //removes damage when on green space
}
}
//level seven damage
if ((playerBlock.playerTop >= (levelsevenobjectone.positionCenter.y - levelsevenobjectone.circleRadius))
&& (playerBlock.playerBottom <= (levelsevenobjectone.positionCenter.y + levelsevenobjectone.circleRadius))) {
if ((playerBlock.playerLeft >= (levelsevenobjectone.positionCenter.x - levelsevenobjectone.circleRadius))
&& (playerBlock.playerRight <= (levelsevenobjectone.positionCenter.x + levelsevenobjectone.circleRadius))){
damageTaken = damageTaken + 1;
}
}
if ((playerBlock.playerBottom >= levelsevenobjecttwo.positionTopLeft.y) && (playerBlock.playerTop <= levelsevenobjecttwo.positionBottomRight.y)){
if ((playerBlock.playerRight >= levelsevenobjecttwo.positionTopLeft.x) && (playerBlock.playerLeft <= levelsevenobjecttwo.positionBottomRight.x)){
damageTaken = damageTaken + 1;
}
}
//level eight damage
if ((playerBlock.playerBottom >= leveleightobjectone.positionTopLeft.y) && (playerBlock.playerTop <= leveleightobjectone.positionBottomRight.y)){
if ((playerBlock.playerRight >= leveleightobjectone.positionTopLeft.x) && (playerBlock.playerLeft <= leveleightobjectone.positionBottomRight.x)){
damageTaken = damageTaken + 1;
}
}
//level ten damage
if ((playerBlock.playerBottom >= leveltenobjectone.positionTopLeft.y) && (playerBlock.playerTop <= leveltenobjectone.positionBottomRight.y)){
if ((playerBlock.playerRight >= leveltenobjectone.positionTopLeft.x) && (playerBlock.playerLeft <= leveltenobjectone.positionBottomRight.x)){
damageTaken = damageTaken + 1;
}
}
}
//function to call and draw level one
void levelonecall (){
//draws
leveloneobjectone.display();
//updates locations
leveloneobjectone.move();
}
//functon to call and draw all level two
void leveltwocall (){
leveltwoobjectone.display();
leveltwoobjectone.move();
}
//function to call and draw all level three
void levelthreecall(){
levelthreeobjectone.display();
levelthreeobjectone.move();
}
//function to call and draw all level four
void levelfourcall(){
levelfourobjectone.display();
levelfourobjectone.move();
}
//function to call and draw all level five
void levelfivecall(){
levelfiveobjectone.display();
levelfiveobjecttwo.display();
levelfiveobjectthree.display();
levelfiveobjectfour.display();
levelfiveobjectone.move();
levelfiveobjecttwo.move();
levelfiveobjectthree.move();
levelfiveobjectfour.move();
}
//function to call and draw all level six
void levelsixcall(){
levelsixobjectone.display();
levelsixobjecttwo.display();
levelsixobjectthree.display();
levelsixobjectfour.display();
levelsixobjectone.move();
levelsixobjecttwo.move();
levelsixobjectthree.move();
levelsixobjectfour.move();
}
//function to call and draw all level seven
void levelsevencall(){
levelsevenobjectone.display();
levelsevenobjecttwo.display();
levelsevenobjectthree.display();
levelsevenobjectone.move();
levelsevenobjecttwo.move();
levelsevenobjectthree.move();
}
//function to call and draw all level eight
void leveleightcall (){
leveleightobjectone.display();
leveleightobjecttwo.display();
leveleightobjectone.move();
leveleightobjecttwo.move();
}
//function to call and draw all level nine
void levelninecall (){
levelnineobjectone.display();
levelnineobjectone.move();
}
//function to call and draw all level ten
void leveltencall(){
leveltenobjectone.display();
leveltenobjecttwo.display();
leveltenobjectone.move();
leveltenobjecttwo.move();
}
//CURRENT WORK IN PLAYER CLASS TABclass blue_block {
PVector positionTopLeft;
PVector positionBottomRight;
PVector velocity;
PVector moveToBottom;
//constructor - initialization
blue_block(float blockTopLeftX, float blockTopLeftY, float blockBottomRightX, float blockBottomRightY){
positionTopLeft = new PVector(blockTopLeftX, blockTopLeftY);
positionBottomRight = new PVector(blockBottomRightX, blockBottomRightY);
velocity = new PVector(0, 5);
moveToBottom = new PVector(0, 900);
}
//updates location of block
void move(){
if (positionBottomRight.y > 0){
positionTopLeft.sub(velocity);
positionBottomRight.sub(velocity);
}
else if (positionBottomRight.y <= 0){
positionTopLeft.add(moveToBottom);
positionBottomRight.add(moveToBottom);
}
}
//draws block
void display(){
if ((positionTopLeft.y < 400) && (positionBottomRight.y > 0)){
fill(124, 226, 250);
rectMode(CORNERS);
rect(positionTopLeft.x, positionTopLeft.y, positionBottomRight.x, positionBottomRight.y);
}
else {}
}
}class green_block {
PVector positionTopLeft;
PVector positionBottomRight;
PVector velocity;
PVector moveToBottom;
//constructor - initialization
green_block(float blockTopLeftX, float blockTopLeftY, float blockBottomRightX, float blockBottomRightY){
positionTopLeft = new PVector(blockTopLeftX, blockTopLeftY);
positionBottomRight = new PVector(blockBottomRightX, blockBottomRightY);
velocity = new PVector(0, 5);
moveToBottom = new PVector(0, 900);
}
//updates location of block
void move(){
if (positionBottomRight.y > 0){
positionTopLeft.sub(velocity);
positionBottomRight.sub(velocity);
}
else if (positionBottomRight.y <= 0){
positionTopLeft.add(moveToBottom);
positionBottomRight.add(moveToBottom);
}
}
//draws block
void display(){
if ((positionTopLeft.y < 400) && (positionBottomRight.y > 0)){
fill(124, 250, 154);
rectMode(CORNERS);
rect(positionTopLeft.x, positionTopLeft.y, positionBottomRight.x, positionBottomRight.y);
}
else {}
}
}class player {
PVector playerPosition;
PVector playerVelocity;
PVector IceTop;
PVector IceBottom;
PVector HoneyOneTop;
PVector HoneyOneBottom;
PVector HoneyTwoTop;
PVector HoneyTwoBottom;
PVector backgroundMovement;
int playerTop;
int playerBottom;
int playerRight;
int playerLeft;
player(float tempplayerPosX, float tempplayerPosY, float tempIceTopX, float tempIceTopY, float tempIceBottomX, float tempIceBottomY, float tempHoneyOneTopX, float tempHoneyOneTopY, float tempHoneyOneBottomX,
float tempHoneyOneBottomY, float tempHoneyTwoTopX, float tempHoneyTwoTopY, float tempHoneyTwoBottomX, float tempHoneyTwoBottomY) {
//assigning player pos
playerPosition= new PVector(tempplayerPosX, tempplayerPosY);
playerVelocity= new PVector(0, 0.5);
IceTop= new PVector(tempIceTopX, tempIceTopY);
IceBottom= new PVector(tempIceBottomX, tempIceBottomY);
HoneyOneTop = new PVector(tempHoneyOneTopX, tempHoneyOneTopY);
HoneyOneBottom = new PVector(tempHoneyOneBottomX, tempHoneyOneBottomY);
HoneyTwoTop = new PVector(tempHoneyTwoTopX, tempHoneyTwoTopY);
HoneyTwoBottom = new PVector(tempHoneyTwoBottomX, tempHoneyTwoBottomY);
playerBottom= int(tempplayerPosY) + 10;
playerTop= int(tempplayerPosY) - 10;
playerRight= int(tempplayerPosX) + 10;
playerLeft= int(tempplayerPosX) - 10;
backgroundMovement = new PVector(0, 5);
}
void playerFall() {
// updates the background location
//HoneyOneTop = HoneyOneTop.sub (backgroundMovement);
//HoneyOneBottom = HoneyOneBottom.sub (backgroundMovement);
//HoneyTwoTop = HoneyTwoTop.sub (backgroundMovement);
//HoneyTwoBottom = HoneyTwoBottom.sub (backgroundMovement);
HoneyOneTop.sub (backgroundMovement);
HoneyOneBottom.sub (backgroundMovement);
HoneyTwoTop.sub (backgroundMovement);
HoneyTwoBottom.sub (backgroundMovement);
//IceTop = IceTop.sub (backgroundMovement);
//IceBottom = IceBottom.sub (backgroundMovement);
IceTop.sub (backgroundMovement);
IceBottom.sub (backgroundMovement);
//if player is ON the ice in levels 7, 8, & 9
if ((playerBottom > IceTop.y) && (playerTop< IceBottom.y) && (playerRight == IceTop.x)) {
//speed player fall on ice
if ((playerBottom + playerVelocity.y) >= 400) {
//does not move player down faster
playerBottom = 400;
playerTop = 380;
playerPosition.y = 390;
} else {
// playerPosition = playerPosition.add(playerVelocity.x, 1.5);
playerPosition.add(playerVelocity.x, 1.5);
playerTop= int(playerPosition.y) - 10;
playerBottom= int(playerPosition.y)+ 10;
playerLeft= int(playerPosition.x) - 10;
playerRight= int(playerPosition.x) + 10;
}
}
//if player is on honey level 3
else if ((playerBottom > HoneyOneTop.y) && (playerTop < HoneyOneBottom.y) && (playerRight == HoneyOneTop.x)) {
//slow player fall on honey on right
//if ((playerTop + (playerVelocity.mult(0.5)).y) <= 0) {
if (playerTop + playerVelocity.y*0.5 <= 0) {
//does not move player down faster
playerBottom = 20;
playerTop = 0;
playerPosition.y = 10;
} else {
//playerPosition = playerPosition. add(playerVelocity.x, -0.75);
playerPosition.add(playerVelocity.x, -0.75);
playerTop= int(playerPosition.y) - 10;
playerBottom= int(playerPosition.y)+ 10;
playerLeft= int(playerPosition.x) - 10;
playerRight= int(playerPosition.x) + 10;
}
} else if ((playerBottom > HoneyTwoTop.y) && (playerTop < HoneyOneBottom.y) && (playerLeft == HoneyTwoTop.x)) {
//slows player fall on honey on left
//if ((playerTop + (playerVelocity.mult(0.5)).y) <= 0) {
if (playerTop + playerVelocity.y*.5 <= 0) {
//does not move player up faster
playerBottom = 20;
playerTop = 0;
playerPosition.y = 10;
} else {
//playerPosition = playerPosition. add(playerVelocity.x, -0.75);
playerPosition. add(playerVelocity.x, -0.75);
playerTop= int(playerPosition.y) - 10;
playerBottom= int(playerPosition.y)+ 10;
playerLeft= int(playerPosition.x) - 10;
playerRight= int(playerPosition.x) + 10;
}
} else if (playerBottom == 400) {
//checks if player is at bottom of screen and does nothing if they are
} else if ((playerBottom + playerVelocity.y) >= 400) {
//checks if player would reach or go beyond bottom of screen, and places them at bottom.
playerBottom = 400;
playerTop = 380;
playerPosition.y = 390;
} else {
//player falls normally
//playerPosition = playerPosition.add(playerVelocity);
playerPosition.add(playerVelocity);
playerTop= int(playerPosition.y) - 10;
playerBottom= int(playerPosition.y)+ 10;
playerLeft= int(playerPosition.x) - 10;
playerRight= int(playerPosition.x) + 10;
}
if (IceBottom.y <= 0) {
// moves ice back to bottom
IceBottom.y = IceBottom.y + 900;
IceTop.y = IceTop.y + 900;
}
if (HoneyOneBottom.y <= 0) {
//moves HoneyOne down
HoneyOneBottom.y = HoneyOneBottom.y + 900;
HoneyOneTop.y = HoneyOneTop.y +900;
}
if (HoneyTwoBottom.y <= 0) {
//moves HoneyTwo down
HoneyTwoBottom.y = HoneyTwoBottom.y + 900;
HoneyTwoTop.y = HoneyTwoTop.y + 900;
}
}
void playerCollideEdge() {
if (playerRight >= 375) {
playerVelocity.x = 0;
playerPosition.x = 365;
playerTop= int(playerPosition.y) - 10;
playerBottom= int(playerPosition.y)+ 10;
playerLeft= int(playerPosition.x) - 10;
playerRight= int(playerPosition.x) + 10;
}
if (playerLeft <= 25) {
playerVelocity.x = 0;
playerPosition.x = 35;
playerTop= int(playerPosition.y) - 10;
playerBottom= int(playerPosition.y)+ 10;
playerLeft= int(playerPosition.x) - 10;
playerRight= int(playerPosition.x) + 10;
}
}
void playerJump() {
if (jump == true) {
if (playerLeft <= 25) {
playerVelocity.x = 10;
jump=false;
} else if (playerRight >= 375) {
playerVelocity.x = -10;
jump=false;
} else {
}
}
}
void playerDisplay() {
if ((playerPosition.x > 35) && (playerPosition.x < 365)) {
fill(#F7E870);
rectMode(CORNERS);
rect(playerLeft, playerTop, playerRight, playerBottom);
} else if (playerLeft == 25) {
fill(#F7E870);
rectMode(CORNERS);
rect(playerLeft, playerTop, (playerLeft + 15), playerBottom);
triangle(playerLeft, playerTop, playerLeft, (playerTop - 10), (playerLeft + 15), playerTop);
triangle(playerLeft, playerBottom, playerLeft, (playerBottom + 10), (playerLeft + 15), playerBottom);
} else if (playerRight == 375) {
fill(#F7E870);
rectMode(CORNERS);
rect(playerRight, playerTop, (playerRight -15), playerBottom);
triangle(playerRight, playerTop, playerRight, (playerTop - 10), (playerRight - 15), playerTop);
triangle(playerRight, playerBottom, playerRight, (playerBottom + 10), (playerRight - 15), playerBottom);
}
}
}class red_block {
PVector positionTopLeft;
PVector positionBottomRight;
PVector velocity;
PVector moveToBottom;
//constructor - initialization
red_block(float blockTopLeftX, float blockTopLeftY, float blockBottomRightX, float blockBottomRightY){
positionTopLeft = new PVector(blockTopLeftX, blockTopLeftY);
positionBottomRight = new PVector(blockBottomRightX, blockBottomRightY);
velocity = new PVector(0, 5);
moveToBottom = new PVector(0, 900);
}
//updates location of block
void move(){
if (positionBottomRight.y > 0){
positionTopLeft.sub(velocity);
positionBottomRight.sub(velocity);
}
else if (positionBottomRight.y <= 0){
positionTopLeft.add(moveToBottom);
positionBottomRight.add(moveToBottom);
}
}
//draws block
void display(){
if ((positionTopLeft.y < 400) && (positionBottomRight.y > 0)){
fill(237, 57, 57);
rectMode(CORNERS);
rect(positionTopLeft.x, positionTopLeft.y, positionBottomRight.x, positionBottomRight.y);
}
else {}
}
}class red_circle {
PVector positionCenter;
PVector velocity;
float circleRadius;
//constructor - initialization
red_circle(float circleTopLeftX, float circleTopLeftY, float circleTempRadius){
positionCenter = new PVector(circleTopLeftX, circleTopLeftY);
velocity = new PVector(0, 5);
circleRadius = circleTempRadius;
}
//updates location of block
void move(){
if ((positionCenter.y + circleRadius) <= 0) {
positionCenter.add(0,900);
}
else {
positionCenter.sub(velocity);
}
}
//draws block
void display(){
if (((positionCenter.y - circleRadius) < 400) && ((positionCenter.y + circleRadius) > 0)){
fill(237, 57, 57);
ellipseMode(CENTER);
ellipse(positionCenter.x, positionCenter.y, circleRadius, circleRadius);
}
else{
}
}
}class yellow_block {
PVector positionTopLeft;
PVector positionBottomRight;
PVector velocity;
PVector moveToBottom;
//constructor - initialization
yellow_block(float blockTopLeftX, float blockTopLeftY, float blockBottomRightX, float blockBottomRightY){
positionTopLeft = new PVector(blockTopLeftX, blockTopLeftY);
positionBottomRight = new PVector(blockBottomRightX, blockBottomRightY);
velocity = new PVector(0, 5);
moveToBottom = new PVector(0, 900);
}
//updates location of block
void move(){
if (positionBottomRight.y > 0){
positionTopLeft.sub(velocity);
positionBottomRight.sub(velocity);
}
else if (positionBottomRight.y <= 0){
positionTopLeft.add(moveToBottom);
positionBottomRight.add(moveToBottom);
}
}
//draws block
void display(){
if ((positionTopLeft.y < 400) && (positionBottomRight.y > 0)){
fill(250, 238, 124);
rectMode(CORNERS);
rect(positionTopLeft.x, positionTopLeft.y, positionBottomRight.x, positionBottomRight.y);
}
else {}
}
}