added reference.js

This commit is contained in:
Mees Roelofsz
2023-11-28 13:07:08 +01:00
parent e47ec307b7
commit 59c3c95f96

202
web/reference.js Normal file
View File

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