fixed radius
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@@ -69,11 +69,11 @@ async function disconnect() {
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//--------------------Game--------------------
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//--------------------Game--------------------
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let playerPosX = 500;
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let playerPosX = 500;
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let Playerposy = 300;
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let playerPosY = 300;
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let bullets = [];
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let bullets = [];
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let myBullet = new bullet();
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let playerSpeed = 5;
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let playerSpeed = 5;
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let radius = 2;
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let radius = 20;
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let myBullet = new bullet();
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async function Movementloop() {
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async function Movementloop() {
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@@ -82,9 +82,9 @@ if (booleanArray[1]) {
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if (booleanArray[3]) {
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if (booleanArray[3]) {
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playerPosX -= 2;}
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playerPosX -= 2;}
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if (booleanArray[2]) {
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if (booleanArray[2]) {
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Playerposy += 2;}
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playerPosY += 2;}
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if (booleanArray[0]) {
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if (booleanArray[0]) {
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Playerposy -= 2;}
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playerPosY -= 2;}
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}
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}
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function keyPressed() {
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function keyPressed() {
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if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
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if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
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@@ -117,7 +117,7 @@ function draw(){
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background(0,0,0,10);
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background(0,0,0,10);
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// draw a circle at the mouse position
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// draw a circle at the mouse position
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circle(playerPosX, Playerposy, 50);
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circle(playerPosX, playerPosY, radius);
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}
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}
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//test
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//test
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//test2
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//test2
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@@ -9,9 +9,9 @@ class bullet {
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this.speed = speed;
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this.speed = speed;
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// Set the initial position of the projectile to the player's position
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// Set the initial position of the projectile to the player's position
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let projectile = createVector(shotPosX, shotPosY);
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let projectile = createVector(this.x, this.y);
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x = directionX;
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this.x = directionX;
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y = directionY;
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this.y = directionY;
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// Calculate the initial direction
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// Calculate the initial direction
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direction = createVector(targetX - projectile.x, targetY - projectile.y);
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direction = createVector(targetX - projectile.x, targetY - projectile.y);
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@@ -27,7 +27,7 @@ draw() {
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fill(255, 0, 0);
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fill(255, 0, 0);
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circle(500, 500, 5);
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circle(500, 500, 5);
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projectile.add(p5.Vector.mult(direction, shotSpeed));
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projectile.add(p5.Vector.mult(direction, shotSpeed));
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if (dist(projectile.x, projectile.y, directionX, directionY) <= radius) {
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if (dist(projectile.x, projectile.y, directionX, directionY) <= this.radius) {
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hit = true;
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hit = true;
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}
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}
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else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) {
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else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) {
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