fixed radius

This commit is contained in:
sam
2023-11-28 13:36:31 +01:00
parent f4535ba7f8
commit 308c2a4008
2 changed files with 10 additions and 10 deletions

View File

@@ -69,11 +69,11 @@ async function disconnect() {
//--------------------Game-------------------- //--------------------Game--------------------
let playerPosX = 500; let playerPosX = 500;
let Playerposy = 300; let playerPosY = 300;
let bullets = []; let bullets = [];
let myBullet = new bullet();
let playerSpeed = 5; let playerSpeed = 5;
let radius = 2; let radius = 20;
let myBullet = new bullet();
async function Movementloop() { async function Movementloop() {
@@ -82,9 +82,9 @@ if (booleanArray[1]) {
if (booleanArray[3]) { if (booleanArray[3]) {
playerPosX -= 2;} playerPosX -= 2;}
if (booleanArray[2]) { if (booleanArray[2]) {
Playerposy += 2;} playerPosY += 2;}
if (booleanArray[0]) { if (booleanArray[0]) {
Playerposy -= 2;} playerPosY -= 2;}
} }
function keyPressed() { function keyPressed() {
if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) { if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
@@ -117,7 +117,7 @@ function draw(){
background(0,0,0,10); background(0,0,0,10);
// draw a circle at the mouse position // draw a circle at the mouse position
circle(playerPosX, Playerposy, 50); circle(playerPosX, playerPosY, radius);
} }
//test //test
//test2 //test2

View File

@@ -9,9 +9,9 @@ class bullet {
this.speed = speed; this.speed = speed;
// Set the initial position of the projectile to the player's position // Set the initial position of the projectile to the player's position
let projectile = createVector(shotPosX, shotPosY); let projectile = createVector(this.x, this.y);
x = directionX; this.x = directionX;
y = directionY; this.y = directionY;
// Calculate the initial direction // Calculate the initial direction
direction = createVector(targetX - projectile.x, targetY - projectile.y); direction = createVector(targetX - projectile.x, targetY - projectile.y);
@@ -27,7 +27,7 @@ draw() {
fill(255, 0, 0); fill(255, 0, 0);
circle(500, 500, 5); circle(500, 500, 5);
projectile.add(p5.Vector.mult(direction, shotSpeed)); projectile.add(p5.Vector.mult(direction, shotSpeed));
if (dist(projectile.x, projectile.y, directionX, directionY) <= radius) { if (dist(projectile.x, projectile.y, directionX, directionY) <= this.radius) {
hit = true; hit = true;
} }
else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) { else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) {