Merge branch 'main' of ssh://gitlab.fdmci.hva.nl/propedeuse-hbo-ict/onderwijs/2023-2024/out-a-se-ti/blok-2/cuujooceevii61

This commit is contained in:
Mees Roelofsz
2024-01-08 20:39:44 +01:00
3 changed files with 742 additions and 177 deletions

View File

@@ -1,70 +1,66 @@
class bullet { class bullet {
//Een constructor voert eerst de code uit die er in staat voordat de rest van de class wordt uitgevoerd. constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
constructor(targetx, targety, radius, speed, angle) { // add all incoming variables to the class
//"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, this.angle = radians(angle);
//maar ook in de rest van de class this.targetx = targetx;
this.angle = radians(angle); this.targety = targety;
this.targetx = targetx; this.x = shotPosX;
this.targety = targety; this.y = shotPosY;
this.x = 500; this.radius = radius;
this.y = 100; this.speed = speed;
this.radius = 10; this.bulletHit = false;
this.speed = 5; this.directionX = null;
this.directionY = null;
this.hasMoved = hasMoved;
this.directionX = null; // Set a variable that cant be changed
this.directionY = null; if ((this.directionX === null) || (this.directionY === null)) {
if ((this.directionX === null) || (this.directionY === null)) { this.directionX = this.targetx;
this.directionX = this.targetx; this.directionY = this.targety;
this.directionY = this.targety; }
} // create a vector for the projectile and the direction
this.projectile = createVector(this.x, this.y);
this.projectile = createVector(600, 100); this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
// Calculate the initial direction this.direction.normalize();
this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y); // rotate the direction towards the player
this.direction.normalize(); this.direction.rotate(this.angle);
this.direction.rotate(this.angle);
} }
draw() { draw() {
//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. //draw the bullet
push(); push();
fill(0, 255, 0); fill(0, 255, 0);
circle(this.projectile.x, this.projectile.y, this.radius); circle(this.projectile.x, this.projectile.y, this.radius);
pop(); pop();
// Set the initial position of the projectile to the player's position
} }
// // Move the projectile towards the movable circle
update(targetx, targety) { update(targetx, targety) {
this.targetx = targetx; // keeps the projetile updated so hit collision can be checked
this.targety = targety; this.targetx = targetx;
this.projectile.add(p5.Vector.mult(this.direction, this.speed)); this.targety = targety;
// update the projectile
this.projectile.add(p5.Vector.mult(this.direction, this.speed));
let hit = false; let hit = false;
let shot = true; let shot = true;
// check if the projectile has hit the player
if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
hit = true;
shot = false;
// if the projectile has hit the player and the player has lives left, remove a life
if (this.hasMoved && lives != 0 && this.bulletHit == false) {
this.bulletHit = true;
lives -= 1;
}
//if the bullet hits one of the wall reset the shot variable so a new wave of bullets can be fired
} else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
shot = false;
}
// check if the projectile is off screen so it can be removed
let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height;
//unused variable to check if the projetile passsed the original player position when it was fired
let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety;
if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) { // return all the variables
hit = true; return { hit, shot, isOffScreen, originalPos };
}
else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
bounceX = this.projectile.x;
bounceY = this.projectile.y;
shot = false;
}
return { hit, shot };
} }
} }

View File

@@ -1,137 +1,708 @@
let port; //--------------------Game--------------------
let reader; // Game variables
const decoder = new TextDecoder("utf-8"); const width = 1260;
let readibleoutput = 0; const height = 620;
let booleanArray = []; let requesteddata = [];
// Request a port and open a connection. // Menu variables
async function connect() { let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
//vraag aan de browser om een serial port te selecteren let currentIndex = [0, 0, 0];
port = await navigator.serial.requestPort(); let nameHS = '';
await port.open({ baudRate: 9600 }); let pressed = false;
reader = port.readable.getReader();
console.log("Port is open!"); // Player variables
readLoop() const playerSize = 10;
let radius = playerSize / 2;
let playerPosX = 500
let playerPosY = 300;
let playerSpeed = 4;
let booleanArray = window.booleanArray;
let lives = 1;
let isDead = false;
let bossPosX = width / 2;
let bossPosY = 100;
let shotSpeed = 12;
let shotSpeedAdj;
let projectile;
let projSize = 5;
let shot = false;
let hit = false;
let shotPosX;
let shotPosY;
let initialPlayerPosX = playerPosX;
let initialPlayerPosY = playerPosY;
let bullets = [];
let direction;
let framerate = 120;
let hasMoved = false;
let time = 0;
let shotPoint = 0;
let angle = 0;
let patern;
let paternArray = [];
let suroundX = 300;
let suroundY = 300;
let x2;
let y2;
let x3;
let y3;
let x4;
let y4;
let x5;
let y5;
let homescreenOn = true;
let chosen = false;
let finalPhase = false;
let nextWave = [];
let iIndex = 0;
let buttonSelectDead = 0;
let buttonSelectHome = 0;
let buttonSelectPause = 0;
let entered = false;
let submitted = false;
let bulletAmount = 5;
let phases = [false, false, false, false, false];
//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
getData()
createCanvas(width, height);
frameRate(framerate);
angleMode(DEGREES);
// disable the outline of shapes
Movementloop()
noStroke();
// bg = loadImage('background.webp');
} }
// Read data from serial port function score() {
async function readLoop() { time += 3 / framerate;
let buffer = []; }
// loop until reader.cancel() is called function reset() {
while (true) { lives = 1;
// Wait for data time = 0;
const { value, done } = await reader.read(); bounceX = bossPosX;
bounceY = bossPosY;
initialPlayerPosX = playerPosX;
initialPlayerPosY = playerPosY;
hasMoved = false;
bullets = [];
shot = false;
chosen = false;
finalPhase = false;
isDead = false;
entered = false;
buttonSelectDead = 0;
submitted = false;
getData()
}
function gameOver() {
if (lives == 0) {
//game over screen
iIndex = constrain(iIndex, 0, 2);
buttonSelectDead = constrain(buttonSelectDead, 0, 2);
isDead = true;
push();
fill(255, 0, 0);
textSize(40);
textAlign(CENTER);
text("Game Over", width / 2, height / 2 - 80);
for (let iByte = 0; iByte < value.length; iByte++) { fill(255, 255, 255)
let singleByte = value[iByte]; textSize(18);
//functie maken er van met boolean!!! textAlign(CENTER);
if (singleByte != 10) { text("Score: " + int(time), width / 2, height / 2 - 55);
buffer.push(singleByte);
textSize(32);
text(letters[currentIndex[0]], width / 2 - 30, height / 2);
text(letters[currentIndex[1]], width / 2, height / 2);
text(letters[currentIndex[2]], width / 2 + 30, height / 2);
text("Restart", width / 2, height / 2 + 45);
text("Main Menu", width / 2, height / 2 + 90);
pop();
}
}
function movementCheck() {
//check if the player has moved
if (playerPosX != initialPlayerPosX || playerPosY != initialPlayerPosY) {
hasMoved = true;
}
}
async function keyPressed() {
if (!isDead) {
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;
}
}
if (isDead && keyReleasedFlag && !entered) {
if ((!(iIndex > 2)) || (!(iIndex < 0))) {
if (keyCode == LEFT_ARROW) {
iIndex -= 1;
keyReleasedFlag = false;
} }
else { if (keyCode == RIGHT_ARROW) {
let sensorString = decoder.decode(new Uint8Array(buffer)); iIndex += 1;
//Put all data in a json Array and parse it to a boolean array keyReleasedFlag = false;
try {
// Parse the incoming data as JSON
// "replace(/'/g, '\"')" replaces all single quotes with double quotes with use of regular expressions. So we can use Jsonparse to parse it into a booleanArray
let SerialArray = JSON.parse(sensorString.replace(/'/g, '"'));
// Ensure SerialArray is an array
if (Array.isArray(SerialArray)) {
//Convert the array of strings to a boolean array
//When a bit is 1 it becomes true, when a bit is 0 it becomes false
booleanArray = SerialArray.map(bit => bit == '1');
console.log(booleanArray);
} else {
console.error("Dit is geen Array");
}
} catch (e) {
console.log("json niet geparserd");
}
Movementloop()
buffer = [];
} }
if (done) { }
console.log('[readLoop] DONE', done); if (keyCode == UP_ARROW) {
reader.releaseLock(); currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
break; keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
currentIndex[iIndex] = (currentIndex[iIndex] - 1 + letters.length) % letters.length;
keyReleasedFlag = false;
}
if (keyCode == ENTER) {
nameHS += letters[currentIndex[0]];
nameHS += letters[currentIndex[1]];
nameHS += letters[currentIndex[2]];
entered = true;
submit();
keyReleasedFlag = false;
}
}
if (isDead && keyReleasedFlag && entered) {
if (keyCode == UP_ARROW) {
buttonSelectDead -= 1;
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
buttonSelectDead += 1;
keyReleasedFlag = false;
}
if (buttonSelectDead == 0) {
if (keyCode == RIGHT_ARROW && !submitted) {
entered = false;
nameHS = '';
keyReleasedFlag = false;
}
if (keyCode == ENTER) {
keyReleasedFlag = false;
}
}
if (buttonSelectDead == 1) {
if (keyCode == ENTER) {
//reset all the variables so the game can be played again
reset();
}
}
if (buttonSelectDead == 2) {
if (keyCode == ENTER) {
homescreenOn = true;
reset();
} }
} }
} }
} }
// Sluit de poort
async function disconnect() {
await reader.cancel();
await port.close();
console.log("Port is closed!");
}
//--------------------Game--------------------
let playerPosX = 500; function submit() {
let playerPosY = 300; if (entered == true) {
let bullets = []; sendData(nameHS, int(time));
let playerSpeed = 5; console.log(nameHS + ": " + int(time));
let radius = 40; nameHS = '';
let hit = false; submitted = true;
let shot = true; }
}
function keyReleased() {
keyReleasedFlag = true; // Set the flag to true when a key is released
}
function wait(waitTime) {
return new Promise(resolve => {
setTimeout(() => {
resolve(true);
}, waitTime);
});
}
async function Movementloop() { async function Movementloop() {
if (booleanArray[1]) { //get info from controller and use it to move the player
playerPosX += 2;} window.addEventListener('booleanArrayUpdated', function (event) {
if (booleanArray[3]) { let booleanArray = event.detail;
playerPosX -= 2;}
if (booleanArray[2]) {
playerPosY += 2;}
if (booleanArray[0]) {
playerPosY -= 2;}
}
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;
}
}
if (booleanArray[1]) {
// the function setup() is called once when the page is loaded playerPosX += playerSpeed;
function setup(){ }
// create a canvas element and append it to the body if (booleanArray[3]) {
createCanvas(1250, 600); playerPosX -= playerSpeed;
frameRate(244); }
// disable the outline of shapes if (booleanArray[2]) {
//declare the bullet with its variables playerPosY += playerSpeed;
myBullet = new bullet(playerPosX, playerPosY, 10, 20); }
if (booleanArray[0]) {
noStroke(); playerPosY -= playerSpeed;
}
});
} }
// the function draw() is called every frame // the function draw() is called every frame
function draw(){ function draw() {
keyPressed() keyPressed();
// clear the background with a transparent black color gameOver();
background(0,0,0,100); // draw background
//draw the bullet background(0, 0, 0, 100);
myBullet.draw();
//update de variabel playerPosX en playerPosY en de terugkomende variabelen hit en shot
let { hit, shot } = myBullet.update(playerPosX, playerPosY);
// draw a circle at the mouse position
circle(playerPosX, playerPosY, radius);
if (hit) {
console.log("player hit");
}
if (!shot) {
console.log("player shot");
}
if (homescreenOn == true) {
homescreen();
}
if (homescreenOn == false) {
game();
}
if (isDead == true) {
if (entered == true) {
if (buttonSelectDead == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 45, height / 2 - 30, 90, 40)
pop()
}
if (buttonSelectDead == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 55, height / 2 + 15, 110, 40)
pop()
}
if (buttonSelectDead == 2) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 80, height / 2 + 60, 160, 40)
pop()
}
}
else {
if (iIndex == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 45, height / 2 - 30, 30, 40)
pop()
}
if (iIndex == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 15, height / 2 - 30, 30, 40)
pop()
}
if (iIndex == 2) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 + 15, height / 2 - 30, 30, 40)
pop()
}
}
}
}
async function randPatern() {
patern = random(paternArray);
chosen = true;
if (patern == 1) {
await wait(3000);
chosen = false;
}
if (patern == 2) {
await wait(10000);
chosen = false;
}
if (patern == 3) {
await wait(1000);
chosen = false;
}
if (patern == 4) {
await wait(1000);
chosen = false;
}
if (patern == 5) {
if (phases[0] == true) {
nextWave = random([1, 2, 3, 4]);
}
await wait(3000);
chosen = false;
}
} }
//test
//test2 function randomAttackPattern() {
if (shot == false || hit == true) {
for (i = 0; i < bulletAmount; i++) {
spawnRandomBullet()
}
}
}
function phase() {
switch (true) {
case (time < 20):
phases[0] = true;
paternArray = [1,2,3,4,5];
shotSpeedAdj = 2;
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 1", 10, 50);
pop();
break;
case (time < 60):
shotSpeedAdj = 5;
paternArray = [5];
phases[0] = false;
phases[1] = true;
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 2", 10, 50);
pop();
break;
case (time < 90):
phases[1] = false;
phases[2] = true;
paternArray = [2];
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 3", 10, 50);
pop();
break;
case (time < 120):
phases[2] = false;
phases[3] = true;
paternArray = [3, 4];
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 4", 10, 50);
pop();
break;
case (time >= 120):
phases[3] = false;
phases[4] = false;
finalPhase = true;
paternArray = [1, 2, 3, 4, 5];
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 5", 10, 50);
pop();
break;
}
}
function spawnRandomBullet() {
if (chosen == false) {
randPatern();
}
if (patern == 1) {
let nextAttack = random([1, 2, 3, 4, 5]);
//text(nextAttack, 30, 50);
if (nextAttack == 1) {
shotPosX = bossPosX;
shotPosY = bossPosY;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 2) {
shotPosX = random(0, width);
shotPosY = height;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 3) {
shotPosX = 0;
shotPosY = random(0, height);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 4) {
shotPosX = width;
shotPosY = random(0, height);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 5) {
shotPosX = random(0, width);
shotPosY = 0;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
}
if (patern == 2) {
let suroundChoice = random([1, 2, 3, 4]);
if (suroundChoice == 1) {
shotPosX = x2;
shotPosY = y2;
} if (suroundChoice == 2) {
shotPosX = x3;
shotPosY = y3;
} if (suroundChoice == 3) {
shotPosX = x4;
shotPosY = y4;
} if (suroundChoice == 4) {
shotPosX = x5;
shotPosY = y5;
}
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (!(patern == 2)) {
bossPosX = width / 2;
bossPosY = 100;
}
if (patern == 3) {
shotPosX = bossPosX;
shotPosY = bossPosY;
angle = 0;
// changing the angle of the bullets
for (let i = 0; i < 86; i++) {
setTimeout(function () {
bullets.push(new bullet(0, 100, radius, shotSpeed / 4, shotPosX, shotPosY, hasMoved, angle));
angle -= 360 / 1;
}, i * 100);
}
angle = 0;
}
if (patern == 4) {
shotPosX = bossPosX;
shotPosY = bossPosY;
angle = 0;
// changing the angle of the bullets
for (let i = 0; i < 86; i++) {
bullets.push(new bullet(0, 100, radius, shotSpeed / 4, shotPosX, shotPosY, hasMoved, angle));
angle -= 360 / 3;
}
angle = 0;
}
if (patern == 5) {
if (phases[0] == false) {
nextWave = random([1, 2, 3, 4]);
bulletAmount = 10;
}
if (nextWave == 1) {
for (let i = 0; i < random(8, 15); i++) {
let shotWidth = random(0, width);
shotPosX = shotWidth;
shotPosY = height;
bullets.push(new bullet(shotWidth, 0, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
}
}
if (nextWave == 2) {
for (let i = 0; i < random(8, 10); i++) {
let shotWidth = random(0, width);
shotPosX = shotWidth;
shotPosY = 0;
bullets.push(new bullet(shotWidth, height, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
}
}
if (nextWave == 3) {
for (let i = 0; i < random(8, 10); i++) {
let shotHeight = random(0, width);
shotPosX = 0;
shotPosY = shotHeight;
bullets.push(new bullet(width, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
}
}
if (nextWave == 4) {
for (let i = 0; i < random(8, 10); i++) {
let shotHeight = random(0, width);
shotPosX = width;
shotPosY = shotHeight;
bullets.push(new bullet(0, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
}
}
} else {
bulletAmount = 5;
}
}
function homescreen() {
textAlign(CENTER);
button(255, 255, 255, width / 2 - 90, height / 2, 200, 40, "Start Game")
button(255, 255, 255, width / 2 - 90, height / 2 + 50, 200, 40, "Scores")
push()
stroke(255, 255, 255)
strokeWeight(5)
fill(0, 255, 0, 0)
rect(100, 150, 300, 400)
pop()
//highscores rectangle
push()
textSize(50)
fill(255, 255, 255)
text("Highscores", 250, 200)
pop()
push()
fill(255, 255, 255)
textSize(25)
textAlign(CENTER)
// if (requesteddata.length > 0) {
// text("1. " + requesteddata[0].Naam + ": " + requesteddata[0].Score, 250, 250)
// }
for (let i = 0; i < requesteddata.length; i++) {
text(i + 1 + ". " + requesteddata[i].Naam + ": " + requesteddata[i].Score, 250, 250 + (i * 30))
}
pop()
push()
stroke(255, 255, 255)
strokeWeight(5)
fill(0, 255, 0, 0)
rect(860, 150, 300, 400)
pop()
push()
textSize(50)
fill(255, 255, 255)
text("Controls", 1000, 200)
pop()
}
function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText) {
push()
fill(0, 0, 50)
rect(buttonX, buttonY, buttonWidth, buttonHeight)
textSize(25)
fill(r, g, b)
text(buttonText, buttonX + 100, buttonY + 30)
textAlign(CENTER);
if (mouseX > buttonX - 90 && mouseX < width / 2 + 110 && mouseY > height / 2 && mouseY < buttonY + 40) {
if (mouseIsPressed) {
homescreenOn = false;
}
}
pop()
}
function game() {
if (!(lives == 0)) {
// draw player
phase();
push();
fill(0, 255, 255)
circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
pop();
movementCheck()
// draw boss
push();
fill(255, 165, 0)
circle(x2, y2, 50);
pop();
if (hasMoved == true) {
push();
score();
textSize(10);
textAlign(LEFT);
fill(255, 0, 255)
text(int(time), 10, 20);
pop();
}
if (hasMoved == false) {
time = 0;
push();
score();
textSize(10);
textAlign(LEFT);
fill(255, 0, 255)
text(0, 10, 20);
pop();
}
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);
x3 = map(-sinX, -1, 1, playerPosX - 200, playerPosX + 200);
y3 = map(-cosY, -1, 1, playerPosY - 200, playerPosY + 200);
x4 = map(-sinX, -1, 1, playerPosX - 100, playerPosX + 100);
y4 = map(cosY, -1, 1, playerPosY - 100, playerPosY + 100);
x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
push();
fill(255, 165, 0)
circle(x3, y3, 50);
circle(x4, y4, 50);
circle(x5, y5, 50);
pop();
} else {
x2 = width / 2;
y2 = 100;
}
bullets.forEach(myBullet => {
//zolang mybullet bestaat blijft hij drawen en updaten
({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY));
myBullet.draw();
if (isOffScreen == true) {
myBullet.hit = true;
shot = false;
}
});
//blijf de bullet tekenen zolang hit false is
bullets = bullets.filter(bullet => !bullet.hit);
}
}
function sendData(naam, score) {
const request = ( url, params = {}) => {
url += '?' + ( new URLSearchParams( params ) ).toString();
fetch( url );
};
const get = ( url, params ) => request( url, params);
get('https://oege.ie.hva.nl/~hossan/postData.php', { name: naam, score: score } );
}
function getData(){
// Fetch data from the database, put it in an array, and log it to the console
return fetch ('https://oege.ie.hva.nl/~hossan/getData.php') // Add return here
.then(response => response.json())
.then(data => {
requesteddata = data;
});
}

View File

@@ -8,10 +8,8 @@
<!-- support p5--> <!-- support p5-->
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/p5.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/addons/p5.sound.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.1.9/addons/p5.sound.min.js"></script>
<script src="Serial.js"></script>
<script src="basicbullet.js"></script> <script src="basicbullet.js"></script>
<script src="game.js"></script> <script src="game.js"></script>
<script src="sqltest.js"></script>
</head> </head>
<body> <body>