made game ready for presentation and cloned a version with changed phase durations for presentation
This commit is contained in:
@@ -113,7 +113,7 @@ async function keyPressed() {
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if (keyCode == ENTER) {
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homescreenOn = false;
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scorescreenOn = true;
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reset();
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requesteddata = [];
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keyReleasedFlag = false;
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}
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}
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@@ -3,10 +3,10 @@ class database{
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fetch(`https://oege.ie.hva.nl/~hossan/postData.php?name=${naam}&score=${score}`)
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}
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getData(name) {
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getData(naam) {
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// Fetch data from the database, put it in an array, and log it to the console
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//met backticks als " " kan je variabelen in een string zetten
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return fetch(`https://oege.ie.hva.nl/~hossan/getData.php?name=${name}`) // Add return here
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return fetch(`https://oege.ie.hva.nl/~hossan/getData.php?name=${naam}`) // Add return here
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.then(response => response.json())
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.then(data => {
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requesteddata = data;
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@@ -29,6 +29,7 @@ async function readLoop() {
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if (singleByte != 10) {
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buffer.push(singleByte);
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}
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else {
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let sensorString = decoder.decode(new Uint8Array(buffer));
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//Put all data in a json Array and parse it to a boolean array
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@@ -41,6 +42,9 @@ async function readLoop() {
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//Convert the array of strings to a boolean array
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//When a bit is 1 it becomes true, when a bit is 0 it becomes false
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let booleanArray = SerialArray.map(bit => bit == '1');
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// Dispatch an event with booleanArray as detail
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let event = new CustomEvent('booleanArrayUpdated', { detail: booleanArray });
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window.dispatchEvent(event);
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console.log(booleanArray);
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} else {
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console.error("Dit is geen Array");
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@@ -60,6 +64,8 @@ async function readLoop() {
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}
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}
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// Sluit de poort
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async function disconnect() {
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await reader.cancel();
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BIN
webdev/background.webp
Normal file
BIN
webdev/background.webp
Normal file
Binary file not shown.
After Width: | Height: | Size: 478 B |
@@ -1,66 +0,0 @@
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class bullet {
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constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
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// add all incoming variables to the class
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this.angle = radians(angle);
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this.targetx = targetx;
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this.targety = targety;
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this.x = shotPosX;
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this.y = shotPosY;
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this.radius = radius;
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this.speed = speed;
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this.bulletHit = false;
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this.directionX = null;
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this.directionY = null;
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this.hasMoved = hasMoved;
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// Set a variable that cant be changed
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if ((this.directionX === null) || (this.directionY === null)) {
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this.directionX = this.targetx;
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this.directionY = this.targety;
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}
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// create a vector for the projectile and the direction
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this.projectile = createVector(this.x, this.y);
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this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
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this.direction.normalize();
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// rotate the direction towards the player
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this.direction.rotate(this.angle);
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}
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draw() {
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//draw the bullet
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push();
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fill(0, 255, 0);
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circle(this.projectile.x, this.projectile.y, this.radius);
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pop();
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}
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update(targetx, targety) {
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// keeps the projetile updated so hit collision can be checked
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this.targetx = targetx;
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this.targety = targety;
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// update the projectile
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this.projectile.add(p5.Vector.mult(this.direction, this.speed));
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let hit = false;
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let shot = true;
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// check if the projectile has hit the player
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if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
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hit = true;
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shot = false;
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// if the projectile has hit the player and the player has lives left, remove a life
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if (this.hasMoved && lives != 0 && this.bulletHit == false) {
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this.bulletHit = true;
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lives -= 1;
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}
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//if the bullet hits one of the wall reset the shot variable so a new wave of bullets can be fired
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} else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
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shot = false;
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}
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// check if the projectile is off screen so it can be removed
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let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height;
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//unused variable to check if the projetile passsed the original player position when it was fired
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let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety;
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// return all the variables
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return { hit, shot, isOffScreen, originalPos };
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}
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}
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BIN
webdev/contols.png
Normal file
BIN
webdev/contols.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 MiB |
632
webdev/game.js
632
webdev/game.js
@@ -1,94 +1,24 @@
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//--------------------Game--------------------
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// Game variables
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const width = 1260;
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const height = 620;
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let requesteddata = [];
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// Menu variables
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let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
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let currentIndex = [0, 0, 0];
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let nameHS = '';
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let pressed = false;
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function preload() {
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controlsImage = loadImage('./contols.png');
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}
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// Player variables
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const playerSize = 10;
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let radius = playerSize / 2;
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let playerPosX = 500
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let playerPosY = 300;
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let playerSpeed = 4;
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let booleanArray = window.booleanArray;
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let lives = 1;
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let isDead = false;
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let bossPosX = width / 2;
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let bossPosY = 100;
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let shotSpeed = 16;
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let shotSpeedAdj;
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let projectile;
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let projSize = 5;
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let shot = false;
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let hit = false;
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let shotPosX;
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let shotPosY;
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let initialPlayerPosX = playerPosX;
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let initialPlayerPosY = playerPosY;
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let bullets = [];
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let direction;
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let framerate = 60;
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let hasMoved = false;
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let time = 0;
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let shotPoint = 0;
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let angle = 0;
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let patern;
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let paternArray = [];
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let suroundX = 300;
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let suroundY = 300;
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let x2;
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let y2;
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let x3;
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let y3;
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let x4;
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let y4;
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let x5;
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let y5;
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let homescreenOn = true;
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let chosen = false;
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let finalPhase = false;
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let nextWave = [];
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let iIndex = 0;
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let buttonSelectDead = 0;
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let buttonSelectHome = 0;
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let buttonSelectPause = 0;
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let entered = false;
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let submitted = false;
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let bulletAmount = 5;
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let phases = [false, false, false, false, false];
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//let myBullet = new bullet();
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// the function setup() is called once when the page is loaded
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function setup() {
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// create a canvas element and append it to the body
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getData()
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DB.getData()
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createCanvas(width, height);
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frameRate(framerate);
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angleMode(DEGREES);
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rectMode(CENTER);
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// disable the outline of shapes
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Movementloop()
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noStroke();
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// bg = loadImage('background.webp');
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}
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function score() {
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time += 3 / framerate;
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}
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function reset() {
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lives = 1;
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time = 0;
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bounceX = bossPosX;
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bounceY = bossPosY;
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initialPlayerPosX = playerPosX;
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initialPlayerPosY = playerPosY;
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hasMoved = false;
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@@ -98,38 +28,17 @@ function reset() {
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finalPhase = false;
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isDead = false;
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entered = false;
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buttonSelectDead = 0;
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buttonSelect = 0;
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nameHS = '';
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submitted = false;
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getData()
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}
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escaped = false;
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bossPosX = width / 2;
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bossPosY = height / 6;
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bossVelX = 5;
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bossVelY = 5;
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dataIsCalled = false;
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DB.getData();
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function gameOver() {
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if (lives == 0) {
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//game over screen
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iIndex = constrain(iIndex, 0, 2);
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buttonSelectDead = constrain(buttonSelectDead, 0, 2);
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isDead = true;
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push();
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fill(255, 0, 0);
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textSize(40);
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textAlign(CENTER);
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text("Game Over", width / 2, height / 2 - 80);
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fill(255, 255, 255)
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textSize(18);
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textAlign(CENTER);
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text("Score: " + int(time), width / 2, height / 2 - 55);
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textSize(32);
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text(letters[currentIndex[0]], width / 2 - 30, height / 2);
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text(letters[currentIndex[1]], width / 2, height / 2);
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text(letters[currentIndex[2]], width / 2 + 30, height / 2);
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text("Restart", width / 2, height / 2 + 45);
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text("Main Menu", width / 2, height / 2 + 90);
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pop();
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}
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}
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function movementCheck() {
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@@ -138,9 +47,8 @@ function movementCheck() {
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hasMoved = true;
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}
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}
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async function keyPressed() {
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if (!isDead) {
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if (!isDead && !homescreenOn && !pausescreenOn) {
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if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
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playerPosX -= playerSpeed;
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}
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@@ -155,80 +63,132 @@ async function keyPressed() {
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}
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}
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if (isDead && keyReleasedFlag && !entered) {
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if ((!(iIndex > 2)) || (!(iIndex < 0))) {
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if (keyCode == LEFT_ARROW) {
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iIndex -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == RIGHT_ARROW) {
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iIndex += 1;
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keyReleasedFlag = false;
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}
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}
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if (keyCode == UP_ARROW) {
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currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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currentIndex[iIndex] = (currentIndex[iIndex] - 1 + letters.length) % letters.length;
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keyReleasedFlag = false;
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}
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if (keyCode == ENTER) {
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nameHS += letters[currentIndex[0]];
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nameHS += letters[currentIndex[1]];
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nameHS += letters[currentIndex[2]];
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entered = true;
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submit();
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keyReleasedFlag = false;
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}
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nameSubmit();
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}
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if (isDead && keyReleasedFlag && entered) {
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buttonSelect = constrain(buttonSelect, 0, 2);
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if (keyCode == UP_ARROW) {
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buttonSelectDead -= 1;
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buttonSelect -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelectDead += 1;
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buttonSelect += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelectDead == 0) {
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if (keyCode == RIGHT_ARROW && !submitted) {
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entered = false;
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nameHS = '';
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keyReleasedFlag = false;
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}
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if (keyCode == ENTER) {
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keyReleasedFlag = false;
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}
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}
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if (buttonSelectDead == 1) {
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if (buttonSelect == 1) {
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if (keyCode == ENTER) {
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//reset all the variables so the game can be played again
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reset();
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}
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}
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if (buttonSelectDead == 2) {
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if (buttonSelect == 2) {
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if (keyCode == ENTER) {
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homescreenOn = true;
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reset();
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keyReleasedFlag = false;
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DB.getData()
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return;
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}
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}
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}
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if (homescreenOn && keyReleasedFlag) {
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (keyCode == UP_ARROW) {
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buttonSelect -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelect += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelect == 0) {
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if (keyCode == ENTER) {
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console.log("start game");
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homescreenOn = false;
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gamescreenOn = true;
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reset();
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}
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}
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if (buttonSelect == 1) {
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if (keyCode == ENTER) {
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homescreenOn = false;
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scorescreenOn = true;
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keyReleasedFlag = false;
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requesteddata = [];
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}
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}
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}
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if (scorescreenOn && keyReleasedFlag && entered) {
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (keyCode == UP_ARROW) {
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buttonSelect -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelect += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelect == 1 && entered) {
|
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if (keyCode == ENTER) {
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homescreenOn = true;
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scorescreenOn = false;
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reset();
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keyReleasedFlag = false;
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}
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}
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}
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if (!homescreenOn && !isDead && !scorescreenOn && keyReleasedFlag) {
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (keyCode == 27 && !escaped) {
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escaped = true;
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console.log("pause");
|
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pausescreenOn = true;
|
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keyReleasedFlag = false;
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}
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if (escaped) {
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if (keyCode == UP_ARROW) {
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buttonSelect -= 1;
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keyReleasedFlag = false;
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console.log(buttonSelect)
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelect += 1;
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keyReleasedFlag = false;
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console.log(buttonSelect)
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}
|
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if (buttonSelect == 0) {
|
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if (keyCode == ENTER) {
|
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console.log("resume");
|
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pausescreenOn = false;
|
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keyReleasedFlag = false;
|
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escaped = false;
|
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}
|
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}
|
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if (buttonSelect == 1) {
|
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if (keyCode == ENTER) {
|
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console.log("main menu");
|
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homescreenOn = true;
|
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pausescreenOn = false;
|
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escaped = false;
|
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reset();
|
||||
keyReleasedFlag = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
function submit() {
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if (entered == true) {
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sendData(nameHS, int(time));
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DB.sendData(nameHS, int(time));
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console.log(nameHS + ": " + int(time));
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nameHS = '';
|
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submitted = true;
|
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}
|
||||
}
|
||||
|
||||
function keyReleased() {
|
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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;
|
||||
|
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if (booleanArray[1]) {
|
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playerPosX += playerSpeed;
|
||||
function nameSubmit() {
|
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iIndex = constrain(iIndex, 0, 2);
|
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if ((!(iIndex > 2)) || (!(iIndex < 0))) {
|
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if (keyCode == LEFT_ARROW) {
|
||||
console.log(iIndex);
|
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iIndex -= 1;
|
||||
keyReleasedFlag = false;
|
||||
}
|
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if (booleanArray[3]) {
|
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playerPosX -= playerSpeed;
|
||||
if (keyCode == RIGHT_ARROW) {
|
||||
console.log(iIndex);
|
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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;
|
||||
});
|
||||
}
|
||||
|
@@ -1,17 +1,30 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<style>
|
||||
body {
|
||||
overflow: hidden;
|
||||
margin: 0%;
|
||||
}
|
||||
</style>
|
||||
<title>Open Dag Game</title>
|
||||
|
||||
<!-- support p5-->
|
||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.js"></script>
|
||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/addons/p5.sound.min.js"></script>
|
||||
<script src="basicbullet.js"></script>
|
||||
<script src="js/basicbullet.js"></script>
|
||||
<script src="js/Button.js"></script>
|
||||
<script src="js/Menu.js"></script>
|
||||
<script src="js/Database.js"></script>
|
||||
<script src="js/variables.js"></script>
|
||||
<script src="game.js"></script>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
|
||||
</body>
|
||||
|
||||
</html>
|
14
webdev/js/Button.js
Normal file
14
webdev/js/Button.js
Normal file
@@ -0,0 +1,14 @@
|
||||
class Button{
|
||||
button(r, g, b, buttonX, buttonY, buttonText) {
|
||||
push()
|
||||
noFill()
|
||||
rectMode(CENTER);
|
||||
rect(buttonX, buttonY, buttonWidth, buttonHeight)
|
||||
textSize(25)
|
||||
fill(r, g, b)
|
||||
textAlign(CENTER);
|
||||
text(buttonText, buttonX, buttonY)
|
||||
pop()
|
||||
|
||||
}
|
||||
}
|
19
webdev/js/Database.js
Normal file
19
webdev/js/Database.js
Normal file
@@ -0,0 +1,19 @@
|
||||
class database{
|
||||
sendData(naam, score) {
|
||||
fetch(`https://oege.ie.hva.nl/~hossan/postData.php?name=${naam}&score=${score}`)
|
||||
}
|
||||
|
||||
getData(naam) {
|
||||
// Fetch data from the database, put it in an array, and log it to the console
|
||||
//met backticks als " " kan je variabelen in een string zetten
|
||||
return fetch(`https://oege.ie.hva.nl/~hossan/getData.php?name=${naam}`) // Add return here
|
||||
.then(response => response.json())
|
||||
.then(data => {
|
||||
requesteddata = data;
|
||||
console.log(data);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
164
webdev/js/Menu.js
Normal file
164
webdev/js/Menu.js
Normal file
@@ -0,0 +1,164 @@
|
||||
class Menu {
|
||||
constructor() {
|
||||
}
|
||||
|
||||
homescreen() {
|
||||
textAlign(CENTER, CENTER);
|
||||
textSize(70);
|
||||
fill(100, 255, 100);
|
||||
text("Slime\nSymphony", width / 2, height / 4);
|
||||
|
||||
button.button(255, 255, 255, width / 2, height / 2, "Start Game")
|
||||
button.button(255, 255, 255, width / 2, height / 2 + height / 12, "Scores")
|
||||
|
||||
push()
|
||||
fill(255, 255, 255)
|
||||
textSize(25)
|
||||
textAlign(CENTER, CENTER)
|
||||
for (let i = 0; i < requesteddata.length; i++) {
|
||||
text(i + 1 + ". " + requesteddata[i].Naam + ": " + requesteddata[i].Score, width / 5, height / 3 + (i * 30))
|
||||
}
|
||||
pop()
|
||||
|
||||
//Scores rectangle
|
||||
push()
|
||||
stroke(4, 217, 255)
|
||||
strokeWeight(5)
|
||||
fill(0, 255, 0, 0)
|
||||
rect(width / 5, height / 2, width / 4, height / 1.5)
|
||||
rect(width / 5 * 4, height / 2, width / 4, height / 1.5)
|
||||
imageMode(CENTER)
|
||||
image(controlsImage, width / 5 * 4, height / 2, width / 4, height / 1.5)
|
||||
pop()
|
||||
|
||||
push()
|
||||
textSize(50)
|
||||
fill(255, 255, 255)
|
||||
text("Highscores", width / 5, height / 4)
|
||||
fill(255, 255, 255)
|
||||
stroke('black');
|
||||
strokeWeight(4);
|
||||
text("Controls", width / 5 * 4, height / 4)
|
||||
pop()
|
||||
}
|
||||
|
||||
pauseMenu() {
|
||||
textAlign(CENTER);
|
||||
textSize(50);
|
||||
fill(255, 255, 255);
|
||||
text("Paused", width / 2, height / 2 - height / 6);
|
||||
button(255, 255, 255, width / 2, height / 2, "Resume");
|
||||
button(255, 255, 255, width / 2, height / 2 + height / 12, "Main Menu");
|
||||
}
|
||||
|
||||
scoreMenu() {
|
||||
textAlign(CENTER, CENTER);
|
||||
textSize(50);
|
||||
fill(255, 255, 255);
|
||||
text("Score", width / 2, height / 5);
|
||||
textSize(32);
|
||||
text(letters[currentIndex[0]], width / 2 - 30, height / 3);
|
||||
text(letters[currentIndex[1]], width / 2, height / 3);
|
||||
text(letters[currentIndex[2]], width / 2 + 30, height / 3);
|
||||
if (!clearDataOnce) {
|
||||
requesteddata = [];
|
||||
clearDataOnce = true;
|
||||
}
|
||||
|
||||
if (scorescreenOn && keyReleasedFlag) {
|
||||
nameSubmit();
|
||||
}
|
||||
|
||||
if (entered) {
|
||||
push()
|
||||
stroke(205, 205, 205)
|
||||
strokeWeight(2)
|
||||
fill(0, 0, 0, 0)
|
||||
rect(width / 2, height / 3, 90, 40)
|
||||
pop()
|
||||
if (!dataIsCalled) {
|
||||
DB.getData(nameHS);
|
||||
dataIsCalled = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
nameDraw(3);
|
||||
}
|
||||
|
||||
push()
|
||||
fill(255, 255, 255)
|
||||
textSize(25)
|
||||
textAlign(CENTER, CENTER)
|
||||
//text for name, score, achievements
|
||||
for (let i = 0; i < requesteddata.length; i++) {
|
||||
text(i + 1 + ". " + requesteddata[i].Naam + ": " + requesteddata[i].Score + " " + requesteddata[i].Datum, width / 4, height / 3 + (i * 30))
|
||||
}
|
||||
pop()
|
||||
|
||||
push()
|
||||
fill(255, 255, 255)
|
||||
textSize(16)
|
||||
textAlign(CENTER, CENTER)
|
||||
for (let i = 0; i < requesteddata.length; i++) {
|
||||
text(i + 1 + ". " + requesteddata[i].Achievements, width / 4 * 3, height / 3 + (i * 30))
|
||||
}
|
||||
pop()
|
||||
|
||||
push()
|
||||
stroke(4, 217, 255)
|
||||
strokeWeight(5)
|
||||
fill(0, 255, 0, 0)
|
||||
//box left
|
||||
rect(width / 4 * 3, height / 2, width / 3.5, height / 1.25)
|
||||
//box right
|
||||
rect(width / 4, height / 2, width / 3.5, height / 1.25)
|
||||
pop()
|
||||
push()
|
||||
text("Your scores", width / 4, height / 6)
|
||||
text("Your achievements", width / 4 * 3, height / 6)
|
||||
pop()
|
||||
|
||||
push()
|
||||
button.button(255, 255, 255, width / 2, height / 2, "Main Menu")
|
||||
pop()
|
||||
}
|
||||
|
||||
gameOver() {
|
||||
if (lives <= 0) {
|
||||
//game over screen
|
||||
iIndex = constrain(iIndex, 0, 2);
|
||||
isDead = true;
|
||||
push();
|
||||
fill(255, 0, 0);
|
||||
textSize(60);
|
||||
textAlign(CENTER, CENTER);
|
||||
text("Game Over", width / 2, height / 2 - height / 5);
|
||||
|
||||
fill(255, 255, 255)
|
||||
textSize(18);
|
||||
text("Score: " + int(time), width / 2, height / 2 - height / 8);
|
||||
|
||||
textSize(32);
|
||||
textAlign(CENTER, CENTER);
|
||||
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 + height / 12);
|
||||
|
||||
text("Main Menu", width / 2, height / 2 + height / 6);
|
||||
pop();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
dodgeBanner() {
|
||||
push()
|
||||
fill(255, 0, 0)
|
||||
textSize(100)
|
||||
textAlign(CENTER, CENTER)
|
||||
text("Dodge!", width / 2, height / 2)
|
||||
pop()
|
||||
}
|
||||
}
|
66
webdev/js/basicbullet.js
Normal file
66
webdev/js/basicbullet.js
Normal file
@@ -0,0 +1,66 @@
|
||||
class bullet {
|
||||
constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
|
||||
// add all incoming variables to the class
|
||||
this.angle = radians(angle);
|
||||
this.targetx = targetx;
|
||||
this.targety = targety;
|
||||
this.x = shotPosX;
|
||||
this.y = shotPosY;
|
||||
this.radius = radius;
|
||||
this.speed = speed;
|
||||
this.bulletHit = false;
|
||||
this.directionX = null;
|
||||
this.directionY = null;
|
||||
// Set a variable that cant be changed
|
||||
if ((this.directionX === null) || (this.directionY === null)) {
|
||||
this.directionX = this.targetx;
|
||||
this.directionY = this.targety;
|
||||
}
|
||||
// create a vector for the projectile and the direction
|
||||
this.projectile = createVector(this.x, this.y);
|
||||
this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
|
||||
this.direction.normalize();
|
||||
// rotate the direction towards the player
|
||||
this.direction.rotate(this.angle);
|
||||
}
|
||||
|
||||
draw() {
|
||||
//draw the bullet
|
||||
push();
|
||||
fill(0, 255, 0);
|
||||
circle(this.projectile.x, this.projectile.y, this.radius);
|
||||
pop();
|
||||
}
|
||||
|
||||
update(targetx, targety, hasMoved, radius) {
|
||||
// keeps the projetile updated so hit collision can be checked
|
||||
this.targetx = targetx;
|
||||
this.targety = targety;
|
||||
// update the projectile
|
||||
this.projectile.add(p5.Vector.mult(this.direction, this.speed));
|
||||
|
||||
let hit = false;
|
||||
let shot = true;
|
||||
let travelled = false;
|
||||
// check if the projectile has hit the player
|
||||
if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius + radius) {
|
||||
hit = true;
|
||||
shot = false;
|
||||
// if the projectile has hit the player and the player has lives left, remove a life
|
||||
if (hasMoved && lives != 0 && this.bulletHit == false) {
|
||||
this.bulletHit = true;
|
||||
lives -= 1;
|
||||
}
|
||||
//if the bullet hits one of the wall reset the shot variable so a new wave of bullets can be fired
|
||||
} else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
|
||||
shot = false;
|
||||
}
|
||||
// check if the projectile is off screen so it can be removed
|
||||
let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height;
|
||||
//unused variable to check if the projetile passsed the original player position when it was fired
|
||||
let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety;
|
||||
|
||||
// return all the variables
|
||||
return { hit, shot, isOffScreen, originalPos };
|
||||
}
|
||||
}
|
80
webdev/js/variables.js
Normal file
80
webdev/js/variables.js
Normal file
@@ -0,0 +1,80 @@
|
||||
//--------------------Game--------------------
|
||||
// Classes
|
||||
const Menus = new Menu();
|
||||
const button = new Button();
|
||||
const DB = new database();
|
||||
// Game variables
|
||||
const width = window.innerWidth;
|
||||
const height = window.innerHeight;
|
||||
let requesteddata = [];
|
||||
let buttonWidth = width / 6
|
||||
let buttonHeight = buttonWidth / 5
|
||||
// Menu variables
|
||||
let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
|
||||
let currentIndex = [0, 0, 0];
|
||||
let nameHS = '';
|
||||
let pressed = false;
|
||||
let searchName = '';
|
||||
let dataIsCalled = false;
|
||||
let clearDataOnce = false;
|
||||
// Player variables
|
||||
const playerSize = 10;
|
||||
let radius = playerSize / 2;
|
||||
let playerPosX = 500
|
||||
let playerPosY = 300;
|
||||
let playerSpeed = 4;
|
||||
let lives = 1;
|
||||
let isDead = false;
|
||||
let bossPosX = width / 2;
|
||||
let bossPosY = height / 6;
|
||||
let bossVelX = 5;
|
||||
let bossVelY = 5;
|
||||
let shotSpeed = 12;
|
||||
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 = 120;
|
||||
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 pausescreenOn = false;
|
||||
let scorescreenOn = false;
|
||||
let gamescreenOn = false;
|
||||
let chosen = false;
|
||||
let finalPhase = false;
|
||||
let nextWave = [];
|
||||
let iIndex = 0;
|
||||
let buttonSelect = 0;
|
||||
let entered = false;
|
||||
let submitted = false;
|
||||
let keyReleasedFlag = true;
|
||||
let escaped = false;
|
||||
let buttonSelectScore = 0;
|
||||
|
||||
let bulletAmount = 5;
|
||||
|
||||
let phases = [false, false, false, false, false];
|
202
webdev/reference.js
Normal file
202
webdev/reference.js
Normal file
@@ -0,0 +1,202 @@
|
||||
//--------------------Game--------------------
|
||||
// Game variables
|
||||
const width = 1000;
|
||||
const height = 600;
|
||||
|
||||
// Player variables
|
||||
const playerSize = 10;
|
||||
let radius = playerSize / 2;
|
||||
let playerPosX = 500
|
||||
let playerPosY = 300;
|
||||
let playerSpeed = 3;
|
||||
let booleanArray = window.booleanArray;
|
||||
let lives = 2;
|
||||
|
||||
let bossPosX = 500;
|
||||
let bossPosY = 100;
|
||||
let shotSpeed = 15;
|
||||
let projectile;
|
||||
let projSize = 5;
|
||||
let shot;
|
||||
let hit;
|
||||
let shotPosX;
|
||||
let shotPosY;
|
||||
|
||||
let nextAttack;
|
||||
let bounceX = bossPosX;
|
||||
let bounceY = bossPosY;
|
||||
let predictiveBounceX;
|
||||
let predictiveBounceY;
|
||||
|
||||
let time = 0;
|
||||
|
||||
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
|
||||
createCanvas(width, height);
|
||||
frameRate(120);
|
||||
// disable the outline of shapes
|
||||
Movementloop()
|
||||
noStroke();
|
||||
}
|
||||
|
||||
async function score() {
|
||||
while (true) {
|
||||
time += 1;
|
||||
await sleep(1000);
|
||||
}
|
||||
}
|
||||
|
||||
function life() {
|
||||
textAlign(CENTER);
|
||||
text(lives, 500, 20);
|
||||
if (hit == true) {
|
||||
hit = false;
|
||||
lives -= 1;
|
||||
}
|
||||
if (lives == 0) {
|
||||
fill(255, 0, 0);
|
||||
textSize(40);
|
||||
textAlign(CENTER);
|
||||
text("Game Over", 500, 300);
|
||||
}
|
||||
if (key == ' ') {
|
||||
lives = 2;
|
||||
time = 0;
|
||||
bounceX = bossPosX;
|
||||
bounceY = bossPosY;
|
||||
}
|
||||
}
|
||||
|
||||
function keyPressed() {
|
||||
if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
|
||||
playerPosX -= playerSpeed;
|
||||
}
|
||||
if (keyIsDown(RIGHT_ARROW) && playerPosX < width - radius) {
|
||||
playerPosX += playerSpeed;
|
||||
}
|
||||
if (keyIsDown(UP_ARROW) && playerPosY > 0 + radius) {
|
||||
playerPosY -= playerSpeed;
|
||||
}
|
||||
if (keyIsDown(DOWN_ARROW) && playerPosY < height - radius) {
|
||||
playerPosY += playerSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
async function Movementloop() {
|
||||
window.addEventListener('booleanArrayUpdated', function (event) {
|
||||
// event.detail contains the booleanArray
|
||||
let booleanArray = event.detail;
|
||||
// Use booleanArray here...
|
||||
|
||||
if (booleanArray[1]) {
|
||||
playerPosX += playerSpeed;
|
||||
}
|
||||
if (booleanArray[3]) {
|
||||
playerPosX -= playerSpeed;
|
||||
}
|
||||
if (booleanArray[2]) {
|
||||
playerPosY += playerSpeed;
|
||||
}
|
||||
if (booleanArray[0]) {
|
||||
playerPosY -= playerSpeed;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function shoot(directionX, directionY) {
|
||||
shot = true;
|
||||
hit = false;
|
||||
|
||||
if (!projectile) {
|
||||
// Set the initial position of the projectile to the player's position
|
||||
projectile = createVector(shotPosX, shotPosY);
|
||||
targetX = directionX;
|
||||
targetY = directionY;
|
||||
|
||||
// Calculate the initial direction
|
||||
direction = createVector(targetX - projectile.x, targetY - projectile.y);
|
||||
direction.normalize();
|
||||
}
|
||||
|
||||
// Draw the small circle (projectile)
|
||||
fill(255, 0, 0);
|
||||
circle(projectile.x, projectile.y, projSize);
|
||||
|
||||
// Move the projectile towards the movable circle
|
||||
projectile.add(p5.Vector.mult(direction, shotSpeed));
|
||||
|
||||
if (dist(projectile.x, projectile.y, directionX, directionY) <= radius+(projSize/2)) {
|
||||
projectile = null;
|
||||
hit = true;
|
||||
}
|
||||
else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) {
|
||||
bounceX = projectile.x;
|
||||
bounceY = projectile.y;
|
||||
projectile = null;
|
||||
shot = false;
|
||||
}
|
||||
}
|
||||
|
||||
// the function draw() is called every frame
|
||||
function draw() {
|
||||
shot = false;
|
||||
textSize(10);
|
||||
keyPressed();
|
||||
life();
|
||||
// draw background
|
||||
myBullet.draw();
|
||||
background(0, 0, 0, 100);
|
||||
if (!(lives == 0)) {
|
||||
// draw player
|
||||
fill(0, 255, 255)
|
||||
circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
|
||||
|
||||
// draw boss
|
||||
fill(255, 165, 0)
|
||||
circle(500, 100, 50);
|
||||
|
||||
score();
|
||||
textAlign(LEFT);
|
||||
text(time, 10, 20);
|
||||
|
||||
if (shot == false || hit == true) {
|
||||
let patern = random([1]);
|
||||
if (patern == 1) {
|
||||
nextAttack = random([1, 2, 3, 4, 5]);
|
||||
text(nextAttack, 30, 50);
|
||||
if (nextAttack == 1) {
|
||||
shotPosX = 500;
|
||||
shotPosY = 100;
|
||||
shoot(playerPosX, playerPosY);
|
||||
}
|
||||
if (nextAttack == 2) {
|
||||
shotPosX = random(0, 1000);
|
||||
shotPosY = 600;
|
||||
shoot(playerPosX, playerPosY);
|
||||
}
|
||||
if (nextAttack == 3) {
|
||||
shotPosX = 0;
|
||||
shotPosY = random(0, 600);
|
||||
shoot(playerPosX, playerPosY);
|
||||
}
|
||||
if (nextAttack == 4) {
|
||||
shotPosX = 1000;
|
||||
shotPosY = random(0, 600);
|
||||
shoot(playerPosX, playerPosY);
|
||||
}
|
||||
if (nextAttack == 5) {
|
||||
shotPosX = bounceX;
|
||||
shotPosY = bounceY;
|
||||
shoot(playerPosX, playerPosY);
|
||||
}
|
||||
}
|
||||
// if (patern == 2) {
|
||||
// shotPosX = bounceX;
|
||||
// shotPosY = bounceY;
|
||||
// shoot(playerPosX, playerPosY);
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user