made game into a function and updated homescreen

This commit is contained in:
sam
2023-12-06 16:18:35 +01:00
parent 07609c326b
commit 5550a5e229

View File

@@ -44,7 +44,7 @@ let x4;
let y4; let y4;
let x5; let x5;
let y5; let y5;
let homescreenOn = false; let homescreenOn = true;
let chosen = false; let chosen = false;
let bulletAmount = 20; let bulletAmount = 20;
@@ -147,84 +147,13 @@ function draw() {
// draw background // draw background
//myBullet.draw(); //myBullet.draw();
background(0, 0, 0, 100); background(0, 0, 0, 100);
if (!(lives == 0)) {
// draw player
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);
pop();
if (hasMoved == true) {
push();
score();
textSize(10);
textAlign(LEFT);
fill(255, 0, 255)
text(int(time), 10, 20);
pop();
}
if (hasMoved == false) {
time = 0;
push();
score();
textSize(10);
textAlign(LEFT);
fill(255, 0, 255)
text(0, 10, 20);
pop();
}
randomAttackPattern()
if (patern == 2) {
suroundX += 2;
suroundY += 2;
let sinX = sin(suroundX);
let cosY = cos(suroundY);
x2 = map(sinX, -1, 1, playerPosX - 200, playerPosX + 200);
y2 = map(cosY, -1, 1, playerPosY - 200, playerPosY + 200);
x3 = map(-sinX, -1, 1, playerPosX - 200, playerPosX + 200);
y3 = map(-cosY, -1, 1, playerPosY - 200, playerPosY + 200);
x4 = map(-sinX, -1, 1, playerPosX - 100, playerPosX + 100);
y4 = map(cosY, -1, 1, playerPosY - 100, playerPosY + 100);
x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
push();
fill(255, 165, 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);
}
if (homescreenOn == true) { if (homescreenOn == true) {
homescreen(); homescreen();
} }
if (homescreenOn == false) {
game();
}
} }
async function randPatern () { async function randPatern () {
@@ -391,9 +320,20 @@ function homescreen() {
// } // }
// pop() // pop()
button(0,0,0 ,width/2-90, height/2, 200, 40, "Start Game") button(0,0,0 ,width/2-90, height/2, 200, 40, "Start Game")
button(0,0,0 ,width/2-90, height/2+50, 200, 40, "Scores")
push()
stroke(255,0,0)
strokeWeight(5)
fill(0, 255, 0, 0)
rect(100, 150, 300, 400 , 20, 20, 20, 20)
pop()
} }
function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText) { function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText) {
push() push()
fill(255, 0, 0) fill(255, 0, 0)
@@ -401,6 +341,7 @@ function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText
textSize(25) textSize(25)
fill(r,g,b) fill(r,g,b)
text(buttonText, buttonX+100, buttonY+30) text(buttonText, buttonX+100, buttonY+30)
textAlign(CENTER);
if (mouseX > buttonX-90 && mouseX < width/2+110 && mouseY > height/2 && mouseY < buttonY+40) { if (mouseX > buttonX-90 && mouseX < width/2+110 && mouseY > height/2 && mouseY < buttonY+40) {
if (mouseIsPressed) { if (mouseIsPressed) {
homescreenOn = false; homescreenOn = false;
@@ -408,3 +349,80 @@ function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText
} }
pop() pop()
} }
function game(){
if (!(lives == 0)) {
// draw player
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);
pop();
if (hasMoved == true) {
push();
score();
textSize(10);
textAlign(LEFT);
fill(255, 0, 255)
text(int(time), 10, 20);
pop();
}
if (hasMoved == false) {
time = 0;
push();
score();
textSize(10);
textAlign(LEFT);
fill(255, 0, 255)
text(0, 10, 20);
pop();
}
randomAttackPattern()
if (patern == 2) {
suroundX += 2;
suroundY += 2;
let sinX = sin(suroundX);
let cosY = cos(suroundY);
x2 = map(sinX, -1, 1, playerPosX - 200, playerPosX + 200);
y2 = map(cosY, -1, 1, playerPosY - 200, playerPosY + 200);
x3 = map(-sinX, -1, 1, playerPosX - 200, playerPosX + 200);
y3 = map(-cosY, -1, 1, playerPosY - 200, playerPosY + 200);
x4 = map(-sinX, -1, 1, playerPosX - 100, playerPosX + 100);
y4 = map(cosY, -1, 1, playerPosY - 100, playerPosY + 100);
x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
push();
fill(255, 165, 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);
}
}