temporarily deleted bouncing and added circling

This commit is contained in:
Mees Roelofsz
2023-12-04 13:26:09 +01:00
parent 08e2d5347a
commit 6d19f148d3

View File

@@ -26,10 +26,10 @@ let initialPlayerPosX = playerPosX;
let initialPlayerPosY = playerPosY; let initialPlayerPosY = playerPosY;
let nextAttack; let nextAttack;
let bounceX = bossPosX; // let bounceX = bossPosX;
let bounceY = bossPosY; // let bounceY = bossPosY;
let predictiveBounceX; // let predictiveBounceX;
let predictiveBounceY; // let predictiveBounceY;
let bullets = []; let bullets = [];
let direction; let direction;
let framerate = 120; let framerate = 120;
@@ -38,6 +38,13 @@ let time = 0;
let shotPoint = 0; let shotPoint = 0;
let angle = 0; let angle = 0;
let patern = 2;
let suroundX = 300;
let suroundY = 300;
let x2;
let y2;
//let myBullet = new bullet(); //let myBullet = new bullet();
// the function setup() is called once when the page is loaded // the function setup() is called once when the page is loaded
function setup() { function setup() {
@@ -58,7 +65,6 @@ function score() {
function life() { function life() {
textAlign(CENTER); textAlign(CENTER);
// text(lives, 500, 20);
if (lives == 0) { if (lives == 0) {
fill(255, 0, 0); fill(255, 0, 0);
textSize(40); textSize(40);
@@ -121,40 +127,6 @@ async function Movementloop() {
}); });
} }
// 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) {
// 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 // the function draw() is called every frame
function draw() { function draw() {
textSize(10); textSize(10);
@@ -170,13 +142,25 @@ function draw() {
movementCheck() movementCheck()
// draw boss // draw boss
fill(255, 165, 0) fill(255, 165, 0)
circle(500, 100, 50); circle(x2, y2, 50);
score(); score();
textAlign(LEFT); textAlign(LEFT);
text(int(time), 10, 20); text(int(time), 10, 20);
randomAttackPattern() 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);
//circle(x2, y2, 50);
} else {
x2 = bossPosX;
y2 = bossPosY;
}
bullets.forEach(myBullet => { bullets.forEach(myBullet => {
//zolang mybullet bestaat blijft hij drawen en updaten //zolang mybullet bestaat blijft hij drawen en updaten
@@ -195,7 +179,6 @@ function draw() {
function randomAttackPattern() { function randomAttackPattern() {
if (shot == false || hit == true) { if (shot == false || hit == true) {
spawnRandomBullet() spawnRandomBullet()
spawnRandomBullet() spawnRandomBullet()
spawnRandomBullet() spawnRandomBullet()
@@ -205,13 +188,13 @@ function randomAttackPattern() {
function spawnRandomBullet() { function spawnRandomBullet() {
let patern = random([2]); //patern = random([2]);
if (patern == 1) { if (patern == 1) {
nextAttack = random([1, 2, 3, 4]); nextAttack = random([1, 2, 3, 4]);
text(nextAttack, 30, 50); text(nextAttack, 30, 50);
if (nextAttack == 1) { if (nextAttack == 1) {
shotPosX = 500; shotPosX = bossPosX;
shotPosY = 100; shotPosY = bossPosY;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0)); bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
} }
if (nextAttack == 2) { if (nextAttack == 2) {
@@ -231,13 +214,18 @@ function spawnRandomBullet() {
} }
} }
if (patern == 2) { if (patern == 2) {
shotPosX = bounceX;
shotPosY = bounceY; shotPosX = x2;
shotPosY = y2;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0)); bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
} }
if (!(patern == 2)) {
bossPosX = 500;
bossPosY = 100;
}
if (patern == 3) { if (patern == 3) {
shotPosX = 500; shotPosX = bossPosX;
shotPosY = 100; shotPosY = bossPosY;
angle = 0; angle = 0;
// changing the angle of the bullets // changing the angle of the bullets
for (let i = 0; i < 86; i++) { for (let i = 0; i < 86; i++) {
@@ -249,8 +237,8 @@ function spawnRandomBullet() {
angle = 0; angle = 0;
} }
if (patern == 4) { if (patern == 4) {
shotPosX = 500; shotPosX = bossPosX;
shotPosY = 100; shotPosY = bossPosY;
angle = 0; angle = 0;
// changing the angle of the bullets // changing the angle of the bullets
for (let i = 0; i < 86; i++) { for (let i = 0; i < 86; i++) {