made game ready for presentation and cloned a version with changed phase durations for presentation

This commit is contained in:
Sam
2024-01-23 22:25:48 +01:00
parent b606b2a0d6
commit 09530eac15
14 changed files with 880 additions and 394 deletions

View File

@@ -1,94 +1,24 @@
//--------------------Game--------------------
// Game variables
const width = 1260;
const height = 620;
let requesteddata = [];
// Menu variables
let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
let currentIndex = [0, 0, 0];
let nameHS = '';
let pressed = false;
function preload() {
controlsImage = loadImage('./contols.png');
}
// Player variables
const playerSize = 10;
let radius = playerSize / 2;
let playerPosX = 500
let playerPosY = 300;
let playerSpeed = 4;
let booleanArray = window.booleanArray;
let lives = 1;
let isDead = false;
let bossPosX = width / 2;
let bossPosY = 100;
let shotSpeed = 16;
let shotSpeedAdj;
let projectile;
let projSize = 5;
let shot = false;
let hit = false;
let shotPosX;
let shotPosY;
let initialPlayerPosX = playerPosX;
let initialPlayerPosY = playerPosY;
let bullets = [];
let direction;
let framerate = 60;
let hasMoved = false;
let time = 0;
let shotPoint = 0;
let angle = 0;
let patern;
let paternArray = [];
let suroundX = 300;
let suroundY = 300;
let x2;
let y2;
let x3;
let y3;
let x4;
let y4;
let x5;
let y5;
let homescreenOn = true;
let chosen = false;
let finalPhase = false;
let nextWave = [];
let iIndex = 0;
let buttonSelectDead = 0;
let buttonSelectHome = 0;
let buttonSelectPause = 0;
let entered = false;
let submitted = false;
let bulletAmount = 5;
let phases = [false, false, false, false, false];
//let myBullet = new bullet();
// the function setup() is called once when the page is loaded
function setup() {
// create a canvas element and append it to the body
getData()
DB.getData()
createCanvas(width, height);
frameRate(framerate);
angleMode(DEGREES);
rectMode(CENTER);
// disable the outline of shapes
Movementloop()
noStroke();
// bg = loadImage('background.webp');
}
function score() {
time += 3 / framerate;
}
function reset() {
lives = 1;
time = 0;
bounceX = bossPosX;
bounceY = bossPosY;
initialPlayerPosX = playerPosX;
initialPlayerPosY = playerPosY;
hasMoved = false;
@@ -98,38 +28,17 @@ function reset() {
finalPhase = false;
isDead = false;
entered = false;
buttonSelectDead = 0;
buttonSelect = 0;
nameHS = '';
submitted = false;
getData()
}
escaped = false;
bossPosX = width / 2;
bossPosY = height / 6;
bossVelX = 5;
bossVelY = 5;
dataIsCalled = false;
DB.getData();
function gameOver() {
if (lives == 0) {
//game over screen
iIndex = constrain(iIndex, 0, 2);
buttonSelectDead = constrain(buttonSelectDead, 0, 2);
isDead = true;
push();
fill(255, 0, 0);
textSize(40);
textAlign(CENTER);
text("Game Over", width / 2, height / 2 - 80);
fill(255, 255, 255)
textSize(18);
textAlign(CENTER);
text("Score: " + int(time), width / 2, height / 2 - 55);
textSize(32);
text(letters[currentIndex[0]], width / 2 - 30, height / 2);
text(letters[currentIndex[1]], width / 2, height / 2);
text(letters[currentIndex[2]], width / 2 + 30, height / 2);
text("Restart", width / 2, height / 2 + 45);
text("Main Menu", width / 2, height / 2 + 90);
pop();
}
}
function movementCheck() {
@@ -138,9 +47,8 @@ function movementCheck() {
hasMoved = true;
}
}
async function keyPressed() {
if (!isDead) {
if (!isDead && !homescreenOn && !pausescreenOn) {
if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
playerPosX -= playerSpeed;
}
@@ -155,80 +63,132 @@ async function keyPressed() {
}
}
if (isDead && keyReleasedFlag && !entered) {
if ((!(iIndex > 2)) || (!(iIndex < 0))) {
if (keyCode == LEFT_ARROW) {
iIndex -= 1;
keyReleasedFlag = false;
}
if (keyCode == RIGHT_ARROW) {
iIndex += 1;
keyReleasedFlag = false;
}
}
if (keyCode == UP_ARROW) {
currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
currentIndex[iIndex] = (currentIndex[iIndex] - 1 + letters.length) % letters.length;
keyReleasedFlag = false;
}
if (keyCode == ENTER) {
nameHS += letters[currentIndex[0]];
nameHS += letters[currentIndex[1]];
nameHS += letters[currentIndex[2]];
entered = true;
submit();
keyReleasedFlag = false;
}
nameSubmit();
}
if (isDead && keyReleasedFlag && entered) {
buttonSelect = constrain(buttonSelect, 0, 2);
if (keyCode == UP_ARROW) {
buttonSelectDead -= 1;
buttonSelect -= 1;
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
buttonSelectDead += 1;
buttonSelect += 1;
keyReleasedFlag = false;
}
if (buttonSelectDead == 0) {
if (keyCode == RIGHT_ARROW && !submitted) {
entered = false;
nameHS = '';
keyReleasedFlag = false;
}
if (keyCode == ENTER) {
keyReleasedFlag = false;
}
}
if (buttonSelectDead == 1) {
if (buttonSelect == 1) {
if (keyCode == ENTER) {
//reset all the variables so the game can be played again
reset();
}
}
if (buttonSelectDead == 2) {
if (buttonSelect == 2) {
if (keyCode == ENTER) {
homescreenOn = true;
reset();
keyReleasedFlag = false;
DB.getData()
return;
}
}
}
if (homescreenOn && keyReleasedFlag) {
buttonSelect = constrain(buttonSelect, 0, 1);
if (keyCode == UP_ARROW) {
buttonSelect -= 1;
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
buttonSelect += 1;
keyReleasedFlag = false;
}
if (buttonSelect == 0) {
if (keyCode == ENTER) {
console.log("start game");
homescreenOn = false;
gamescreenOn = true;
reset();
}
}
if (buttonSelect == 1) {
if (keyCode == ENTER) {
homescreenOn = false;
scorescreenOn = true;
keyReleasedFlag = false;
requesteddata = [];
}
}
}
if (scorescreenOn && keyReleasedFlag && entered) {
buttonSelect = constrain(buttonSelect, 0, 1);
if (keyCode == UP_ARROW) {
buttonSelect -= 1;
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
buttonSelect += 1;
keyReleasedFlag = false;
}
if (buttonSelect == 1 && entered) {
if (keyCode == ENTER) {
homescreenOn = true;
scorescreenOn = false;
reset();
keyReleasedFlag = false;
}
}
}
if (!homescreenOn && !isDead && !scorescreenOn && keyReleasedFlag) {
buttonSelect = constrain(buttonSelect, 0, 1);
if (keyCode == 27 && !escaped) {
escaped = true;
console.log("pause");
pausescreenOn = true;
keyReleasedFlag = false;
}
if (escaped) {
if (keyCode == UP_ARROW) {
buttonSelect -= 1;
keyReleasedFlag = false;
console.log(buttonSelect)
}
if (keyCode == DOWN_ARROW) {
buttonSelect += 1;
keyReleasedFlag = false;
console.log(buttonSelect)
}
if (buttonSelect == 0) {
if (keyCode == ENTER) {
console.log("resume");
pausescreenOn = false;
keyReleasedFlag = false;
escaped = false;
}
}
if (buttonSelect == 1) {
if (keyCode == ENTER) {
console.log("main menu");
homescreenOn = true;
pausescreenOn = false;
escaped = false;
reset();
keyReleasedFlag = false;
}
}
}
}
}
}
function submit() {
if (entered == true) {
sendData(nameHS, int(time));
DB.sendData(nameHS, int(time));
console.log(nameHS + ": " + int(time));
nameHS = '';
submitted = true;
}
}
function keyReleased() {
keyReleasedFlag = true; // Set the flag to true when a key is released
}
function wait(waitTime) {
return new Promise(resolve => {
setTimeout(() => {
@@ -236,94 +196,173 @@ function wait(waitTime) {
}, waitTime);
});
}
async function Movementloop() {
//get info from controller and use it to move the player
window.addEventListener('booleanArrayUpdated', function (event) {
let booleanArray = event.detail;
if (booleanArray[1]) {
playerPosX += playerSpeed;
function nameSubmit() {
iIndex = constrain(iIndex, 0, 2);
if ((!(iIndex > 2)) || (!(iIndex < 0))) {
if (keyCode == LEFT_ARROW) {
console.log(iIndex);
iIndex -= 1;
keyReleasedFlag = false;
}
if (booleanArray[3]) {
playerPosX -= playerSpeed;
if (keyCode == RIGHT_ARROW) {
console.log(iIndex);
iIndex += 1;
keyReleasedFlag = false;
}
if (booleanArray[2]) {
playerPosY += playerSpeed;
}
if (keyCode == UP_ARROW) {
currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
console.log(currentIndex[iIndex])
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
currentIndex[iIndex] = (currentIndex[iIndex] - 1 + letters.length) % letters.length;
console.log(currentIndex[iIndex])
keyReleasedFlag = false;
}
if (keyCode == ENTER) {
nameHS += letters[currentIndex[0]];
nameHS += letters[currentIndex[1]];
nameHS += letters[currentIndex[2]];
entered = true;
if (isDead) {
submit();
} else {
// do nothing
}
if (booleanArray[0]) {
playerPosY -= playerSpeed;
}
});
keyReleasedFlag = false;
}
}
function nameDraw(positiony) {
if (iIndex == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 30, height / positiony, 30, 40)
pop()
}
if (iIndex == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2, height / positiony, 30, 40)
pop()
}
if (iIndex == 2) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 + 30, height / positiony, 30, 40)
pop()
}
}
// the function draw() is called every frame
function draw() {
keyPressed();
gameOver();
Menus.gameOver();
// draw background
background(0, 0, 0, 100);
ffps = frameRate();
shotSpeed = 1000 / ffps;
playerSpeed = 300 / ffps;
if (homescreenOn == true) {
homescreen();
if (homescreenOn) {
Menus.homescreen();
buttonSelect = constrain(buttonSelect, 0, 1);
if (buttonSelect == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2, height / 2, buttonWidth, buttonHeight)
pop()
}
if (buttonSelect == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2, height / 2 + height / 12, buttonWidth, buttonHeight)
pop()
}
}
if (homescreenOn == false) {
if (!homescreenOn && !scorescreenOn && !isDead) {
game();
}
if (isDead == true) {
if (entered == true) {
if (buttonSelectDead == 0) {
if (scorescreenOn) {
Menus.scoreMenu();
buttonSelect = constrain(buttonSelect, 0, 1);
if (buttonSelect == 1 && entered) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2, height / 2, buttonWidth, buttonHeight)
pop()
}
}
if (pausescreenOn) {
Menus.pauseMenu();
buttonSelect = constrain(buttonSelect, 0, 1);
if (buttonSelect == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rectMode(CENTER);
rect(width / 2, height / 2, buttonWidth, buttonHeight)
pop()
}
if (buttonSelect == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rectMode(CENTER);
rect(width / 2, height / 2 + height / 12, buttonWidth, buttonHeight)
pop()
}
}
if (isDead) {
buttonSelect = constrain(buttonSelect, 0, 2);
if (entered) {
if (buttonSelect == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 45, height / 2 - 30, 90, 40)
rect(width / 2, height / 2, 90, 40)
pop()
}
if (buttonSelectDead == 1) {
if (buttonSelect == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 55, height / 2 + 15, 110, 40)
rect(width / 2, height / 2 + height / 12, 110, 40)
pop()
}
if (buttonSelectDead == 2) {
if (buttonSelect == 2) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 80, height / 2 + 60, 160, 40)
rect(width / 2, height / 2 + height / 6, 160, 40)
pop()
}
}
else {
if (iIndex == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 45, height / 2 - 30, 30, 40)
pop()
}
if (iIndex == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 15, height / 2 - 30, 30, 40)
pop()
}
if (iIndex == 2) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 + 15, height / 2 - 30, 30, 40)
pop()
}
nameDraw(2);
}
}
if (!hasMoved && !isDead && !homescreenOn && !pausescreenOn && !scorescreenOn) {
Menus.dodgeBanner();
}
}
async function randPatern() {
patern = random(paternArray);
@@ -353,7 +392,6 @@ async function randPatern() {
}
}
function randomAttackPattern() {
if (shot == false || hit == true) {
for (i = 0; i < bulletAmount; i++) {
@@ -361,12 +399,11 @@ function randomAttackPattern() {
}
}
}
function phase() {
switch (true) {
case (time < 20):
case (time < 10):
phases[0] = true;
paternArray = [1,2,3,4,5];
paternArray = [5];
shotSpeedAdj = 2;
push();
fill(255, 0, 255);
@@ -375,8 +412,8 @@ function phase() {
text("phase 1", 10, 50);
pop();
break;
case (time < 60):
shotSpeedAdj = 5;
case (time < 20):
shotSpeedAdj = 3;
paternArray = [5];
phases[0] = false;
phases[1] = true;
@@ -387,7 +424,7 @@ function phase() {
text("phase 2", 10, 50);
pop();
break;
case (time < 90):
case (time < 40):
phases[1] = false;
phases[2] = true;
paternArray = [2];
@@ -398,7 +435,7 @@ function phase() {
text("phase 3", 10, 50);
pop();
break;
case (time < 120):
case (time < 70):
phases[2] = false;
phases[3] = true;
paternArray = [3, 4];
@@ -409,7 +446,7 @@ function phase() {
text("phase 4", 10, 50);
pop();
break;
case (time >= 120):
case (time >= 90):
phases[3] = false;
phases[4] = false;
finalPhase = true;
@@ -423,7 +460,6 @@ function phase() {
break;
}
}
function spawnRandomBullet() {
if (chosen == false) {
randPatern();
@@ -475,10 +511,6 @@ function spawnRandomBullet() {
}
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (!(patern == 2)) {
bossPosX = width / 2;
bossPosY = 100;
}
if (patern == 3) {
shotPosX = bossPosX;
shotPosY = bossPosY;
@@ -545,87 +577,78 @@ function spawnRandomBullet() {
bulletAmount = 5;
}
}
function homescreen() {
textAlign(CENTER);
button(255, 255, 255, width / 2 - 90, height / 2, 200, 40, "Start Game")
button(255, 255, 255, width / 2 - 90, height / 2 + 50, 200, 40, "Scores")
push()
stroke(255, 255, 255)
strokeWeight(5)
fill(0, 255, 0, 0)
rect(100, 150, 300, 400)
pop()
//highscores rectangle
push()
textSize(50)
fill(255, 255, 255)
text("Highscores", 250, 200)
pop()
push()
fill(255, 255, 255)
textSize(25)
textAlign(CENTER)
// if (requesteddata.length > 0) {
// text("1. " + requesteddata[0].Naam + ": " + requesteddata[0].Score, 250, 250)
// }
for (let i = 0; i < requesteddata.length; i++) {
text(i + 1 + ". " + requesteddata[i].Naam + ": " + requesteddata[i].Score, 250, 250 + (i * 30))
function bouncing() {
// Update position
bossPosX += bossVelX;
bossPosY += bossVelY;
// Check for bounce
if (bossPosX > width - 25) {
bossVelX = random([-4, -5, -6, -7]);
}
pop()
push()
stroke(255, 255, 255)
strokeWeight(5)
fill(0, 255, 0, 0)
rect(860, 150, 300, 400)
pop()
push()
textSize(50)
fill(255, 255, 255)
text("Controls", 1000, 200)
pop()
}
function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText) {
push()
fill(0, 0, 50)
rect(buttonX, buttonY, buttonWidth, buttonHeight)
textSize(25)
fill(r, g, b)
text(buttonText, buttonX + 100, buttonY + 30)
textAlign(CENTER);
if (mouseX > buttonX - 90 && mouseX < width / 2 + 110 && mouseY > height / 2 && mouseY < buttonY + 40) {
if (mouseIsPressed) {
homescreenOn = false;
}
if (bossPosX < 25) {
bossVelX = random([4, 5, 6, 7]);
}
if (bossPosY > height - 25) {
bossVelY = random([-4, -5, -6, -7]);
}
if (bossPosY < 25) {
bossVelY = random([4, 5, 6, 7]);
}
// Draw the boss
circle(bossPosX, bossPosY, 50);
if ((dist(bossPosX, bossPosY, playerPosX, playerPosY) <= 25 + radius) && hasMoved) {
lives -= 1;
}
pop()
}
function game() {
if (!(lives == 0)) {
// draw player
phase();
movementCheck();
push();
fill(0, 255, 255)
circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
pop();
movementCheck()
// draw boss
push();
fill(255, 165, 0)
circle(x2, y2, 50);
fill(0, 255, 0);
if (!pausescreenOn) {
push();
fill(0, 255, 255);
circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
stroke('yellow');
strokeWeight(1);
noFill();
circle (playerPosX, playerPosY, playerSize*2);
pop();
if (phases[2] == false || phase[3] == false) {
bouncing();
} else if (phases[2] = true) {
bossPosX = x2;
bossPosY = y2;
} else {
bossPosX = width / 2;
bossPosY = height / 6;
}
bullets.forEach(myBullet => {
//zolang mybullet bestaat blijft hij drawen en updaten
({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY, hasMoved, radius));
myBullet.draw();
if (isOffScreen == true) {
myBullet.hit = true;
shot = false;
}
});
//blijf de bullet tekenen zolang hit false is
bullets = bullets.filter(bullet => !bullet.hit);
}
pop();
if (hasMoved == true) {
push();
score();
if (!pausescreenOn) {
score();
}
textSize(10);
textAlign(LEFT);
fill(255, 0, 255)
@@ -659,50 +682,15 @@ function game() {
x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
push();
fill(255, 165, 0)
fill(0, 255, 0);
circle(x3, y3, 50);
circle(x4, y4, 50);
circle(x5, y5, 50);
pop();
} else {
x2 = width / 2;
y2 = 100;
}
bullets.forEach(myBullet => {
//zolang mybullet bestaat blijft hij drawen en updaten
({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY));
myBullet.draw();
if (isOffScreen == true) {
myBullet.hit = true;
shot = false;
}
});
//blijf de bullet tekenen zolang hit false is
bullets = bullets.filter(bullet => !bullet.hit);
}
}
function sendData(naam, score) {
const request = ( url, params = {}) => {
url += '?' + ( new URLSearchParams( params ) ).toString();
fetch( url );
};
const get = ( url, params ) => request( url, params);
get('https://oege.ie.hva.nl/~hossan/postData.php', { name: naam, score: score } );
}
function getData(){
// Fetch data from the database, put it in an array, and log it to the console
return fetch ('https://oege.ie.hva.nl/~hossan/getData.php') // Add return here
.then(response => response.json())
.then(data => {
requesteddata = data;
});
}
}