made game ready for presentation and cloned a version with changed phase durations for presentation
This commit is contained in:
634
webdev/game.js
634
webdev/game.js
@@ -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;
|
||||
});
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user