renaming fix and update class
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@@ -1,70 +1,66 @@
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class bullet {
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class bullet {
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//Een constructor voert eerst de code uit die er in staat voordat de rest van de class wordt uitgevoerd.
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constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
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constructor(targetx, targety, radius, speed, angle) {
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// add all incoming variables to the class
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//"This" moet gebruikt worden om de variabelen aan te maken in de class en het zorgt er voor dat de variabelen niet alleen in de constructor gebruikt kunnen worden,
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//maar ook in de rest van de class
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this.angle = radians(angle);
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this.angle = radians(angle);
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this.targetx = targetx;
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this.targetx = targetx;
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this.targety = targety;
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this.targety = targety;
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this.x = 500;
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this.x = shotPosX;
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this.y = 100;
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this.y = shotPosY;
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this.radius = 10;
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this.radius = radius;
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this.speed = 5;
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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.directionX = null;
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this.directionY = 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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if ((this.directionX === null) || (this.directionY === null)) {
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this.directionX = this.targetx;
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this.directionX = this.targetx;
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this.directionY = this.targety;
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this.directionY = this.targety;
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}
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}
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// create a vector for the projectile and the direction
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this.projectile = createVector(600, 100);
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this.projectile = createVector(this.x, this.y);
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// Calculate the initial direction
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this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.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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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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this.direction.rotate(this.angle);
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}
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}
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draw() {
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draw() {
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//push en pop zorgen er voor dat de code tussen push en pop een eigen canvas heeft. Dus dat er meerdere projectielen tegelijk kunnen zijn.
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//draw the bullet
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push();
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push();
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fill(0, 255, 0);
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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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circle(this.projectile.x, this.projectile.y, this.radius);
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pop();
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pop();
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// Set the initial position of the projectile to the player's position
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}
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}
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// // Move the projectile towards the movable circle
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update(targetx, targety) {
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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.targetx = targetx;
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this.targety = targety;
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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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this.projectile.add(p5.Vector.mult(this.direction, this.speed));
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let hit = false;
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let hit = false;
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let shot = true;
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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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if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
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hit = true;
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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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}
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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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//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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bounceX = this.projectile.x;
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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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bounceY = this.projectile.y;
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shot = false;
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shot = false;
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}
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}
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return { hit, shot };
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// check if the projectile is off screen so it can be removed
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}
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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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}
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@@ -8,7 +8,7 @@
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<!-- support p5-->
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<!-- support p5-->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/addons/p5.sound.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/addons/p5.sound.min.js"></script>
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<script src="js/basicbullet.js"></script>
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<script src="basicbullet.js"></script>
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<script src="game.js"></script>
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<script src="game.js"></script>
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</head>
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</head>
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<body>
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<body>
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