made game into a function and updated homescreen
This commit is contained in:
168
web/game.js
168
web/game.js
@@ -44,7 +44,7 @@ let x4;
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let y4;
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let x5;
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let y5;
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let homescreenOn = false;
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let homescreenOn = true;
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let chosen = false;
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let bulletAmount = 20;
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@@ -147,84 +147,13 @@ function draw() {
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// draw background
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//myBullet.draw();
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background(0, 0, 0, 100);
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if (!(lives == 0)) {
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// draw player
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push();
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fill(0, 255, 255)
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circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
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pop();
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movementCheck()
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// draw boss
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push();
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fill(255, 165, 0)
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circle(x2, y2, 50);
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pop();
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if (hasMoved == true) {
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push();
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score();
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textSize(10);
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textAlign(LEFT);
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fill(255, 0, 255)
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text(int(time), 10, 20);
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pop();
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}
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if (hasMoved == false) {
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time = 0;
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push();
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score();
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textSize(10);
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textAlign(LEFT);
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fill(255, 0, 255)
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text(0, 10, 20);
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pop();
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}
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randomAttackPattern()
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if (patern == 2) {
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suroundX += 2;
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suroundY += 2;
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let sinX = sin(suroundX);
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let cosY = cos(suroundY);
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x2 = map(sinX, -1, 1, playerPosX - 200, playerPosX + 200);
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y2 = map(cosY, -1, 1, playerPosY - 200, playerPosY + 200);
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x3 = map(-sinX, -1, 1, playerPosX - 200, playerPosX + 200);
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y3 = map(-cosY, -1, 1, playerPosY - 200, playerPosY + 200);
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x4 = map(-sinX, -1, 1, playerPosX - 100, playerPosX + 100);
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y4 = map(cosY, -1, 1, playerPosY - 100, playerPosY + 100);
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x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
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y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
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push();
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fill(255, 165, 0)
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circle(x3, y3, 50);
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circle(x4, y4, 50);
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circle(x5, y5, 50);
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pop();
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} else {
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x2 = width / 2;
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y2 = 100;
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}
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bullets.forEach(myBullet => {
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//zolang mybullet bestaat blijft hij drawen en updaten
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({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY));
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myBullet.draw();
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if (isOffScreen == true) {
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myBullet.hit = true;
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shot = false;
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}
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});
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//blijf de bullet tekenen zolang hit false is
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bullets = bullets.filter(bullet => !bullet.hit);
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}
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if (homescreenOn == true) {
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homescreen();
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}
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if (homescreenOn == false) {
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game();
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}
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}
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async function randPatern () {
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@@ -391,9 +320,20 @@ function homescreen() {
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// }
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// pop()
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button(0,0,0 ,width/2-90, height/2, 200, 40, "Start Game")
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button(0,0,0 ,width/2-90, height/2+50, 200, 40, "Scores")
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push()
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stroke(255,0,0)
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strokeWeight(5)
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fill(0, 255, 0, 0)
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rect(100, 150, 300, 400 , 20, 20, 20, 20)
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pop()
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}
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function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText) {
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push()
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fill(255, 0, 0)
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@@ -401,6 +341,7 @@ function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText
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textSize(25)
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fill(r,g,b)
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text(buttonText, buttonX+100, buttonY+30)
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textAlign(CENTER);
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if (mouseX > buttonX-90 && mouseX < width/2+110 && mouseY > height/2 && mouseY < buttonY+40) {
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if (mouseIsPressed) {
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homescreenOn = false;
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@@ -408,3 +349,80 @@ function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText
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}
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pop()
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}
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function game(){
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if (!(lives == 0)) {
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// draw player
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push();
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fill(0, 255, 255)
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circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
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pop();
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movementCheck()
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// draw boss
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push();
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fill(255, 165, 0)
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circle(x2, y2, 50);
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pop();
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if (hasMoved == true) {
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push();
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score();
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textSize(10);
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textAlign(LEFT);
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fill(255, 0, 255)
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text(int(time), 10, 20);
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pop();
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}
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if (hasMoved == false) {
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time = 0;
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push();
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score();
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textSize(10);
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textAlign(LEFT);
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fill(255, 0, 255)
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text(0, 10, 20);
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pop();
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}
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randomAttackPattern()
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if (patern == 2) {
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suroundX += 2;
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suroundY += 2;
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let sinX = sin(suroundX);
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let cosY = cos(suroundY);
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x2 = map(sinX, -1, 1, playerPosX - 200, playerPosX + 200);
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y2 = map(cosY, -1, 1, playerPosY - 200, playerPosY + 200);
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x3 = map(-sinX, -1, 1, playerPosX - 200, playerPosX + 200);
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y3 = map(-cosY, -1, 1, playerPosY - 200, playerPosY + 200);
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x4 = map(-sinX, -1, 1, playerPosX - 100, playerPosX + 100);
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y4 = map(cosY, -1, 1, playerPosY - 100, playerPosY + 100);
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x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
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y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
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push();
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fill(255, 165, 0)
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circle(x3, y3, 50);
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circle(x4, y4, 50);
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circle(x5, y5, 50);
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pop();
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} else {
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x2 = width / 2;
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y2 = 100;
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}
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bullets.forEach(myBullet => {
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//zolang mybullet bestaat blijft hij drawen en updaten
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({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY));
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myBullet.draw();
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if (isOffScreen == true) {
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myBullet.hit = true;
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shot = false;
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}
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});
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//blijf de bullet tekenen zolang hit false is
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bullets = bullets.filter(bullet => !bullet.hit);
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}
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}
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