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:
@@ -1,70 +1,66 @@
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class bullet {
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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, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
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constructor(targetx, targety, radius, speed, angle) {
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// add all incoming variables to the class
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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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this.angle = radians(angle);
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//maar ook in de rest van de class
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this.targetx = targetx;
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this.angle = radians(angle);
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this.targety = targety;
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this.targetx = targetx;
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this.x = shotPosX;
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this.targety = targety;
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this.y = shotPosY;
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this.x = 500;
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this.radius = radius;
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this.y = 100;
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this.speed = speed;
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this.radius = 10;
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this.bulletHit = false;
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this.speed = 5;
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this.directionX = null;
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this.directionY = null;
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this.hasMoved = hasMoved;
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this.directionX = null;
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// Set a variable that cant be changed
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this.directionY = null;
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if ((this.directionX === null) || (this.directionY === null)) {
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if ((this.directionX === null) || (this.directionY === null)) {
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this.directionX = this.targetx;
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this.directionX = this.targetx;
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this.directionY = this.targety;
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this.directionY = this.targety;
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}
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}
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// create a vector for the projectile and the direction
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this.projectile = createVector(this.x, this.y);
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this.projectile = createVector(600, 100);
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this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
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// Calculate the initial direction
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this.direction.normalize();
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this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
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// rotate the direction towards the player
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this.direction.normalize();
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this.direction.rotate(this.angle);
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this.direction.rotate(this.angle);
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}
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}
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draw() {
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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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//draw the bullet
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push();
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push();
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fill(0, 255, 0);
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fill(0, 255, 0);
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circle(this.projectile.x, this.projectile.y, this.radius);
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circle(this.projectile.x, this.projectile.y, this.radius);
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pop();
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pop();
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// Set the initial position of the projectile to the player's position
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}
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}
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// // Move the projectile towards the movable circle
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update(targetx, targety) {
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update(targetx, targety) {
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this.targetx = targetx;
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// keeps the projetile updated so hit collision can be checked
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this.targety = targety;
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this.targetx = targetx;
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this.projectile.add(p5.Vector.mult(this.direction, this.speed));
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this.targety = targety;
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// update the projectile
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this.projectile.add(p5.Vector.mult(this.direction, this.speed));
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let hit = false;
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let hit = false;
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let shot = true;
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let shot = true;
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// check if the projectile has hit the player
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if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
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hit = true;
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shot = false;
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// if the projectile has hit the player and the player has lives left, remove a life
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if (this.hasMoved && lives != 0 && this.bulletHit == false) {
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this.bulletHit = true;
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lives -= 1;
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}
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//if the bullet hits one of the wall reset the shot variable so a new wave of bullets can be fired
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} else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
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shot = false;
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}
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// check if the projectile is off screen so it can be removed
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let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height;
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//unused variable to check if the projetile passsed the original player position when it was fired
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let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety;
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if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
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// return all the variables
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hit = true;
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return { hit, shot, isOffScreen, originalPos };
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}
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else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
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bounceX = this.projectile.x;
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bounceY = this.projectile.y;
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shot = false;
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}
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return { hit, shot };
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}
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}
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}
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}
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803
webdev/game.js
803
webdev/game.js
@@ -1,137 +1,708 @@
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let port;
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//--------------------Game--------------------
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let reader;
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// Game variables
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const decoder = new TextDecoder("utf-8");
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const width = 1260;
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let readibleoutput = 0;
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const height = 620;
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let booleanArray = [];
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let requesteddata = [];
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// Request a port and open a connection.
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// Menu variables
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async function connect() {
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let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
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//vraag aan de browser om een serial port te selecteren
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let currentIndex = [0, 0, 0];
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port = await navigator.serial.requestPort();
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let nameHS = '';
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await port.open({ baudRate: 9600 });
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let pressed = false;
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reader = port.readable.getReader();
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console.log("Port is open!");
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// Player variables
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readLoop()
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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 = 4;
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let booleanArray = window.booleanArray;
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let lives = 1;
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let isDead = false;
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let bossPosX = width / 2;
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let bossPosY = 100;
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let shotSpeed = 12;
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let shotSpeedAdj;
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let projectile;
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let projSize = 5;
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let shot = false;
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let hit = false;
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let shotPosX;
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let shotPosY;
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let initialPlayerPosX = playerPosX;
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let initialPlayerPosY = playerPosY;
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let bullets = [];
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let direction;
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let framerate = 120;
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let hasMoved = false;
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let time = 0;
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let shotPoint = 0;
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let angle = 0;
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let patern;
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let paternArray = [];
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let suroundX = 300;
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let suroundY = 300;
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let x2;
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let y2;
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let x3;
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let y3;
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let x4;
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let y4;
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let x5;
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let y5;
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let homescreenOn = true;
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let chosen = false;
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let finalPhase = false;
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let nextWave = [];
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let iIndex = 0;
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let buttonSelectDead = 0;
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let buttonSelectHome = 0;
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let buttonSelectPause = 0;
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let entered = false;
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let submitted = false;
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let bulletAmount = 5;
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let phases = [false, false, false, false, false];
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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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getData()
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createCanvas(width, height);
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frameRate(framerate);
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angleMode(DEGREES);
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// disable the outline of shapes
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Movementloop()
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noStroke();
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// bg = loadImage('background.webp');
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}
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}
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// Read data from serial port
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function score() {
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async function readLoop() {
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time += 3 / framerate;
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let buffer = [];
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}
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// loop until reader.cancel() is called
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function reset() {
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while (true) {
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lives = 1;
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// Wait for data
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time = 0;
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const { value, done } = await reader.read();
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bounceX = bossPosX;
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bounceY = bossPosY;
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initialPlayerPosX = playerPosX;
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initialPlayerPosY = playerPosY;
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hasMoved = false;
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bullets = [];
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shot = false;
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chosen = false;
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finalPhase = false;
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isDead = false;
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entered = false;
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buttonSelectDead = 0;
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submitted = false;
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getData()
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}
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function gameOver() {
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if (lives == 0) {
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//game over screen
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iIndex = constrain(iIndex, 0, 2);
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buttonSelectDead = constrain(buttonSelectDead, 0, 2);
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isDead = true;
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push();
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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", width / 2, height / 2 - 80);
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for (let iByte = 0; iByte < value.length; iByte++) {
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fill(255, 255, 255)
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let singleByte = value[iByte];
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textSize(18);
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//functie maken er van met boolean!!!
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textAlign(CENTER);
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if (singleByte != 10) {
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text("Score: " + int(time), width / 2, height / 2 - 55);
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buffer.push(singleByte);
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textSize(32);
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text(letters[currentIndex[0]], width / 2 - 30, height / 2);
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text(letters[currentIndex[1]], width / 2, height / 2);
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text(letters[currentIndex[2]], width / 2 + 30, height / 2);
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text("Restart", width / 2, height / 2 + 45);
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text("Main Menu", width / 2, height / 2 + 90);
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pop();
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}
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}
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function movementCheck() {
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//check if the player has moved
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if (playerPosX != initialPlayerPosX || playerPosY != initialPlayerPosY) {
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hasMoved = true;
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}
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}
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async function keyPressed() {
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if (!isDead) {
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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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if (isDead && keyReleasedFlag && !entered) {
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if ((!(iIndex > 2)) || (!(iIndex < 0))) {
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|
if (keyCode == LEFT_ARROW) {
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|
iIndex -= 1;
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||||||
|
keyReleasedFlag = false;
|
||||||
}
|
}
|
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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
|
if (homescreenOn == true) {
|
||||||
let { hit, shot } = myBullet.update(playerPosX, playerPosY);
|
homescreen();
|
||||||
// draw a circle at the mouse position
|
|
||||||
circle(playerPosX, playerPosY, radius);
|
|
||||||
if (hit) {
|
|
||||||
console.log("player hit");
|
|
||||||
}
|
}
|
||||||
if (!shot) {
|
if (homescreenOn == false) {
|
||||||
console.log("player shot");
|
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;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
@@ -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>
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user