Updated webdev
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@@ -70,7 +70,9 @@ async function disconnect() {
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let Playerposx = 500;
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let Playerposy = 300;
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let bullets = [];
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let myBullet = new bullet();
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let playerSpeed = 5;
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async function Movementloop() {
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@@ -83,6 +85,20 @@ if (booleanArray[2]) {
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if (booleanArray[0]) {
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Playerposy -= 2;}
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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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// the function setup() is called once when the page is loaded
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@@ -8,6 +8,8 @@
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<!-- support p5-->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/addons/p5.sound.min.js"></script>
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<script src="Serial.js"></script>
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<script src="js/basicbullet.js"></script>
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<script src="game.js"></script>
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</head>
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<body>
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42
webdev/js/basicbullet.js
Normal file
42
webdev/js/basicbullet.js
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@@ -0,0 +1,42 @@
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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) {
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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.x = targetx;
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this.y = targety;
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this.radius = radius;
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this.speed = speed;
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// Set the initial position of the projectile to the player's position
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let projectile = createVector(shotPosX, shotPosY);
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x = directionX;
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y = 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() {
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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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fill(255, 0, 0);
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circle(500, 500, 5);
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projectile.add(p5.Vector.mult(direction, shotSpeed));
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if (dist(projectile.x, projectile.y, directionX, directionY) <= radius) {
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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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shot = false;
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}
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}
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}
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