format
This commit is contained in:
98
web/game.js
98
web/game.js
@@ -31,9 +31,9 @@ let bounceY = bossPosY;
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let predictiveBounceX;
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let predictiveBounceY;
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let bullets = [];
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let direction;
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let direction;
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let framerate = 120;
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let hasMoved = false;
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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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@@ -42,7 +42,7 @@ let angle = 0;
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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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createCanvas(width, height);
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frameRate(framerate);
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angleMode(DEGREES);
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@@ -54,7 +54,7 @@ function setup() {
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function score() {
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time += 1 / framerate;
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time += 1 / framerate;
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}
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function life() {
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@@ -71,7 +71,7 @@ function life() {
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time = 0;
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bounceX = bossPosX;
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bounceY = bossPosY;
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}
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}
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@@ -192,7 +192,7 @@ function draw() {
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}
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}
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function randomAttackPattern(){
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function randomAttackPattern() {
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if (shot == false || hit == true) {
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spawnRandomBullet()
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@@ -202,49 +202,49 @@ function randomAttackPattern(){
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}
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}
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function spawnRandomBullet(){
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let patern = random([1,2,3]);
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if (patern == 1) {
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nextAttack = random([1, 2, 3, 4]);
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text(nextAttack, 30, 50);
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if (nextAttack == 1) {
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shotPosX = 500;
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shotPosY = 100;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved,0));
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}
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if (nextAttack == 2) {
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shotPosX = random(0, 1000);
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shotPosY = 600;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved,0));
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}
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if (nextAttack == 3) {
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shotPosX = 0;
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shotPosY = random(0, 600);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved,0));
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}
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if (nextAttack == 4) {
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shotPosX = 1000;
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shotPosY = random(0, 600);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved,0));
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function spawnRandomBullet() {
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}
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}
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if (patern == 2) {
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shotPosX = bounceX;
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shotPosY = bounceY;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved,0));
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}
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if (patern == 3) {
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shotPosX = 500;
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shotPosY = 100;
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angle = 0;
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// changing the angle of the bullets
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for (let i = 0; i < 86; i++) {
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bullets.push(new bullet(0, 100, radius, shotSpeed, shotPosX, shotPosY, hasMoved, angle));
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angle -= 360 / 3;
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}
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}
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let patern = random([1, 2, 3]);
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if (patern == 1) {
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nextAttack = random([1, 2, 3, 4]);
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text(nextAttack, 30, 50);
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if (nextAttack == 1) {
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shotPosX = 500;
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shotPosY = 100;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (nextAttack == 2) {
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shotPosX = random(0, 1000);
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shotPosY = 600;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (nextAttack == 3) {
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shotPosX = 0;
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shotPosY = random(0, 600);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (nextAttack == 4) {
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shotPosX = 1000;
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shotPosY = random(0, 600);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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}
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if (patern == 2) {
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shotPosX = bounceX;
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shotPosY = bounceY;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (patern == 3) {
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shotPosX = 500;
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shotPosY = 100;
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angle = 0;
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// changing the angle of the bullets
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for (let i = 0; i < 86; i++) {
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bullets.push(new bullet(0, 100, radius, shotSpeed, shotPosX, shotPosY, hasMoved, angle));
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angle -= 360 / 3;
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}
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}
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}
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