added changing projectile speeds
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13
web/game.js
13
web/game.js
@@ -21,6 +21,7 @@ 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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@@ -289,7 +290,8 @@ function phase() {
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switch (true) {
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case (time < 20):
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phase1 = true;
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paternArray = [1,5];
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paternArray = [5];
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shotSpeedAdj = 3;
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push();
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fill(255, 0, 255);
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textSize(10);
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@@ -298,6 +300,7 @@ function phase() {
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pop();
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break;
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case (time < 60):
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shotSpeedAdj = 5;
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paternArray = [5];
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phase1 = false;
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phase2 = true;
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@@ -434,7 +437,7 @@ function spawnRandomBullet() {
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let shotWidth = random(0, width);
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shotPosX = shotWidth;
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shotPosY = height;
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bullets.push(new bullet(shotWidth, 0, radius, shotSpeed / 5, shotPosX, shotPosY, hasMoved, angle));
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bullets.push(new bullet(shotWidth, 0, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
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}
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}
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if (nextWave == 2) {
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@@ -442,7 +445,7 @@ function spawnRandomBullet() {
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let shotWidth = random(0, width);
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shotPosX = shotWidth;
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shotPosY = 0;
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bullets.push(new bullet(shotWidth, height, radius, shotSpeed / 5, shotPosX, shotPosY, hasMoved, angle));
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bullets.push(new bullet(shotWidth, height, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
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}
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}
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if (nextWave == 3) {
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@@ -450,7 +453,7 @@ function spawnRandomBullet() {
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let shotHeight = random(0, width);
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shotPosX = 0;
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shotPosY = shotHeight;
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bullets.push(new bullet(width, shotHeight, radius, shotSpeed / 5, shotPosX, shotPosY, hasMoved, angle));
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bullets.push(new bullet(width, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
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}
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}
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if (nextWave == 4) {
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@@ -458,7 +461,7 @@ function spawnRandomBullet() {
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let shotHeight = random(0, width);
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shotPosX = width;
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shotPosY = shotHeight;
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bullets.push(new bullet(0, shotHeight, radius, shotSpeed / 5, shotPosX, shotPosY, hasMoved, angle));
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bullets.push(new bullet(0, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
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}
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}
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