diff --git a/webdev/game.js b/webdev/game.js
index ea09d4e..9b4d31f 100644
--- a/webdev/game.js
+++ b/webdev/game.js
@@ -1,137 +1,708 @@
-let port;
-let reader;
-const decoder = new TextDecoder("utf-8");
-let readibleoutput = 0;
-let booleanArray = [];
-// Request a port and open a connection.
-async function connect() {
- //vraag aan de browser om een serial port te selecteren
- port = await navigator.serial.requestPort();
- await port.open({ baudRate: 9600 });
- reader = port.readable.getReader();
- console.log("Port is open!");
- readLoop()
+//--------------------Game--------------------
+// Game variables
+const width = 1260;
+const height = 620;
+let requesteddata = [];
+// Menu variables
+let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
+let currentIndex = [0, 0, 0];
+let nameHS = '';
+let pressed = false;
+
+// Player variables
+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
-async function readLoop() {
- let buffer = [];
+function score() {
+ time += 3 / framerate;
+}
- // loop until reader.cancel() is called
- while (true) {
- // Wait for data
- const { value, done } = await reader.read();
+function reset() {
+ lives = 1;
+ time = 0;
+ 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++) {
- let singleByte = value[iByte];
- //functie maken er van met boolean!!!
- if (singleByte != 10) {
- buffer.push(singleByte);
+ fill(255, 255, 255)
+ textSize(18);
+ textAlign(CENTER);
+ text("Score: " + int(time), width / 2, height / 2 - 55);
+
+ 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 {
- let sensorString = decoder.decode(new Uint8Array(buffer));
- //Put all data in a json Array and parse it to a boolean array
- 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 (keyCode == RIGHT_ARROW) {
+ iIndex += 1;
+ keyReleasedFlag = false;
}
- if (done) {
- console.log('[readLoop] DONE', done);
- reader.releaseLock();
- break;
+ }
+ if (keyCode == UP_ARROW) {
+ currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
+ 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;
-let playerPosY = 300;
-let bullets = [];
-let playerSpeed = 5;
-let radius = 40;
-let hit = false;
-let shot = true;
+function submit() {
+ if (entered == true) {
+ sendData(nameHS, int(time));
+ console.log(nameHS + ": " + int(time));
+ nameHS = '';
+ submitted = 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() {
-if (booleanArray[1]) {
- playerPosX += 2;}
-if (booleanArray[3]) {
- 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;
- }
-}
+ //get info from controller and use it to move the player
+ window.addEventListener('booleanArrayUpdated', function (event) {
+ let booleanArray = event.detail;
-
-// the function setup() is called once when the page is loaded
-function setup(){
- // create a canvas element and append it to the body
- createCanvas(1250, 600);
- frameRate(244);
- // disable the outline of shapes
- //declare the bullet with its variables
- myBullet = new bullet(playerPosX, playerPosY, 10, 20);
-
- noStroke();
+ if (booleanArray[1]) {
+ playerPosX += playerSpeed;
+ }
+ if (booleanArray[3]) {
+ playerPosX -= playerSpeed;
+ }
+ if (booleanArray[2]) {
+ playerPosY += playerSpeed;
+ }
+ if (booleanArray[0]) {
+ playerPosY -= playerSpeed;
+ }
+ });
}
// the function draw() is called every frame
-function draw(){
- keyPressed()
- // clear the background with a transparent black color
- background(0,0,0,100);
- //draw the bullet
- 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");
+function draw() {
+ keyPressed();
+ gameOver();
+ // draw background
+ background(0, 0, 0, 100);
+
+ if (homescreenOn == true) {
+ homescreen();
}
- if (!shot) {
- console.log("player shot");
+ 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
\ No newline at end of file
+
+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 = [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;
+ });
+}
diff --git a/webdev/index.html b/webdev/index.html
index 328cefe..59ae5bd 100644
--- a/webdev/index.html
+++ b/webdev/index.html
@@ -8,10 +8,8 @@
-
-
+
-