added reference.js
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202
web/reference.js
Normal file
202
web/reference.js
Normal file
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//--------------------Game--------------------
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// Game variables
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const width = 1000;
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const height = 600;
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// Player variables
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const playerSize = 10;
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let radius = playerSize / 2;
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let playerPosX = 500
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let playerPosY = 300;
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let playerSpeed = 3;
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let booleanArray = window.booleanArray;
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let lives = 2;
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let bossPosX = 500;
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let bossPosY = 100;
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let shotSpeed = 15;
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let projectile;
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let projSize = 5;
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let shot;
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let hit;
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let shotPosX;
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let shotPosY;
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let nextAttack;
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let bounceX = bossPosX;
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let bounceY = bossPosY;
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let predictiveBounceX;
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let predictiveBounceY;
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let time = 0;
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let myBullet = new bullet();
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// the function setup() is called once when the page is loaded
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function setup() {
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// create a canvas element and append it to the body
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createCanvas(width, height);
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frameRate(120);
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// disable the outline of shapes
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Movementloop()
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noStroke();
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}
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async function score() {
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while (true) {
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time += 1;
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await sleep(1000);
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}
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}
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function life() {
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textAlign(CENTER);
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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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fill(255, 0, 0);
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textSize(40);
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textAlign(CENTER);
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text("Game Over", 500, 300);
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}
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if (key == ' ') {
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lives = 2;
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time = 0;
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bounceX = bossPosX;
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bounceY = bossPosY;
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}
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}
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function keyPressed() {
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if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
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playerPosX -= playerSpeed;
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}
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if (keyIsDown(RIGHT_ARROW) && playerPosX < width - radius) {
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playerPosX += playerSpeed;
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}
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if (keyIsDown(UP_ARROW) && playerPosY > 0 + radius) {
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playerPosY -= playerSpeed;
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}
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if (keyIsDown(DOWN_ARROW) && playerPosY < height - radius) {
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playerPosY += playerSpeed;
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}
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}
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async function Movementloop() {
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window.addEventListener('booleanArrayUpdated', function (event) {
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// event.detail contains the booleanArray
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let booleanArray = event.detail;
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// Use booleanArray here...
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if (booleanArray[1]) {
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playerPosX += playerSpeed;
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}
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if (booleanArray[3]) {
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playerPosX -= playerSpeed;
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}
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if (booleanArray[2]) {
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playerPosY += playerSpeed;
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}
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if (booleanArray[0]) {
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playerPosY -= playerSpeed;
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}
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});
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}
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function shoot(directionX, directionY) {
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shot = true;
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hit = false;
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if (!projectile) {
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// Set the initial position of the projectile to the player's position
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projectile = createVector(shotPosX, shotPosY);
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targetX = directionX;
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targetY = directionY;
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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.normalize();
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}
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// Draw the small circle (projectile)
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fill(255, 0, 0);
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circle(projectile.x, projectile.y, projSize);
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// Move the projectile towards the movable circle
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projectile.add(p5.Vector.mult(direction, shotSpeed));
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if (dist(projectile.x, projectile.y, directionX, directionY) <= radius+(projSize/2)) {
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projectile = null;
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hit = true;
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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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bounceX = projectile.x;
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bounceY = projectile.y;
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projectile = null;
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shot = false;
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}
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}
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// the function draw() is called every frame
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function draw() {
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shot = false;
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textSize(10);
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keyPressed();
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life();
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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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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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// draw boss
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fill(255, 165, 0)
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circle(500, 100, 50);
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score();
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textAlign(LEFT);
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text(time, 10, 20);
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if (shot == false || hit == true) {
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let patern = random([1]);
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if (patern == 1) {
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nextAttack = random([1, 2, 3, 4, 5]);
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text(nextAttack, 30, 50);
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if (nextAttack == 1) {
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shotPosX = 500;
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shotPosY = 100;
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shoot(playerPosX, playerPosY);
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}
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if (nextAttack == 2) {
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shotPosX = random(0, 1000);
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shotPosY = 600;
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shoot(playerPosX, playerPosY);
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}
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if (nextAttack == 3) {
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shotPosX = 0;
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shotPosY = random(0, 600);
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shoot(playerPosX, playerPosY);
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}
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if (nextAttack == 4) {
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shotPosX = 1000;
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shotPosY = random(0, 600);
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shoot(playerPosX, playerPosY);
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}
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if (nextAttack == 5) {
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shotPosX = bounceX;
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shotPosY = bounceY;
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shoot(playerPosX, playerPosY);
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}
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}
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// if (patern == 2) {
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// shotPosX = bounceX;
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// shotPosY = bounceY;
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// shoot(playerPosX, playerPosY);
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// }
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}
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}
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}
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