fixed timer, cleanup junk and improved bullets
This commit is contained in:
37
web/game.js
37
web/game.js
@@ -22,6 +22,9 @@ let hit = false;
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let shotPosX;
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let shotPosX;
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let shotPosY;
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let shotPosY;
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let initialPlayerPosX = playerPosX;
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let initialPlayerPosY = playerPosY;
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let nextAttack;
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let nextAttack;
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let bounceX = bossPosX;
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let bounceX = bossPosX;
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let bounceY = bossPosY;
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let bounceY = bossPosY;
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@@ -30,7 +33,7 @@ let predictiveBounceY;
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let bullets = [];
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let bullets = [];
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let direction;
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let direction;
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let framerate = 120;
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let framerate = 120;
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let hasMoved = false;
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let time = 0;
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let time = 0;
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//let myBullet = new bullet();
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//let myBullet = new bullet();
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@@ -40,7 +43,6 @@ function setup() {
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createCanvas(width, height);
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createCanvas(width, height);
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frameRate(framerate);
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frameRate(framerate);
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myBullet = new bullet(playerPosX, playerPosY, radius, shotSpeed);
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// disable the outline of shapes
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// disable the outline of shapes
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Movementloop()
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Movementloop()
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@@ -48,21 +50,13 @@ function setup() {
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}
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}
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function score() {
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async function score() {
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while (true) {
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time += 1 / framerate;
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time += 1 / framerate;
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await sleep(1000);
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}
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}
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}
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function life() {
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function life() {
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textAlign(CENTER);
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textAlign(CENTER);
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text(lives, 500, 20);
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text(lives, 500, 20);
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if (hit == true) {
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hit = false;
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lives -= 1;
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}
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if (lives == 0) {
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if (lives == 0) {
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fill(255, 0, 0);
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fill(255, 0, 0);
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textSize(40);
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textSize(40);
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@@ -79,6 +73,12 @@ function life() {
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}
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}
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}
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}
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function movementCheck() {
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if (playerPosX != initialPlayerPosX && playerPosY != initialPlayerPosY) {
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hasMoved = true;
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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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playerPosX -= playerSpeed;
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playerPosX -= playerSpeed;
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@@ -161,14 +161,14 @@ function draw() {
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// draw player
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// draw player
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fill(0, 255, 255)
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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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circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
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movementCheck()
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// draw boss
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// draw boss
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fill(255, 165, 0)
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fill(255, 165, 0)
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circle(500, 100, 50);
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circle(500, 100, 50);
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score();
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score();
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textAlign(LEFT);
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textAlign(LEFT);
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text(time, 10, 20);
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text(int(time), 10, 20);
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randomAttackPattern()
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randomAttackPattern()
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@@ -186,6 +186,7 @@ function draw() {
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function randomAttackPattern(){
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function randomAttackPattern(){
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if (shot == false || hit == true) {
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if (shot == false || hit == true) {
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spawnRandomBullet()
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spawnRandomBullet()
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spawnRandomBullet()
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spawnRandomBullet()
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spawnRandomBullet()
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spawnRandomBullet()
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@@ -202,29 +203,29 @@ function spawnRandomBullet(){
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if (nextAttack == 1) {
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if (nextAttack == 1) {
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shotPosX = 500;
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shotPosX = 500;
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shotPosY = 100;
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shotPosY = 100;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved));
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}
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}
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if (nextAttack == 2) {
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if (nextAttack == 2) {
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shotPosX = random(0, 1000);
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shotPosX = random(0, 1000);
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shotPosY = 600;
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shotPosY = 600;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved));
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}
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}
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if (nextAttack == 3) {
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if (nextAttack == 3) {
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shotPosX = 0;
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shotPosX = 0;
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shotPosY = random(0, 600);
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shotPosY = random(0, 600);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved));
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}
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}
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if (nextAttack == 4) {
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if (nextAttack == 4) {
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shotPosX = 1000;
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shotPosX = 1000;
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shotPosY = random(0, 600);
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shotPosY = random(0, 600);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved));
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}
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}
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}
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}
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if (patern == 2) {
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if (patern == 2) {
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shotPosX = bounceX;
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shotPosX = bounceX;
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shotPosY = bounceY;
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shotPosY = bounceY;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved));
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}
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}
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}
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}
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@@ -1,49 +1,32 @@
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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) { // Add hasMoved parameter
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constructor(targetx, targety, radius, speed, shotPosX, shotPosY) {
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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.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 = shotPosX;
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this.x = shotPosX;
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this.y = shotPosY;
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this.y = shotPosY;
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this.radius = radius;
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this.radius = radius;
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this.speed = speed;
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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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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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this.hasMoved = hasMoved; // Set this.hasMoved to the value of hasMoved
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this.projectile = createVector(this.x, this.y);
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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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}
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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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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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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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@@ -55,14 +38,14 @@ class bullet {
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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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shot = false;
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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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} 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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// bounceX = this.projectile.x;
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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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return { hit, shot };
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}
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}
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}
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}
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