copy functional copy
This commit is contained in:
803
webdev/game.js
803
webdev/game.js
@@ -1,137 +1,708 @@
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let port;
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let reader;
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const decoder = new TextDecoder("utf-8");
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let readibleoutput = 0;
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let booleanArray = [];
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// Request a port and open a connection.
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async function connect() {
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//vraag aan de browser om een serial port te selecteren
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port = await navigator.serial.requestPort();
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await port.open({ baudRate: 9600 });
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reader = port.readable.getReader();
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console.log("Port is open!");
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readLoop()
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//--------------------Game--------------------
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// Game variables
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const width = 1260;
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const height = 620;
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let requesteddata = [];
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// Menu variables
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let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
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let currentIndex = [0, 0, 0];
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let nameHS = '';
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let pressed = false;
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// Player variables
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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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// Read data from serial port
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async function readLoop() {
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let buffer = [];
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function score() {
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time += 3 / framerate;
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}
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// loop until reader.cancel() is called
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while (true) {
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// Wait for data
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const { value, done } = await reader.read();
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function reset() {
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lives = 1;
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time = 0;
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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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let singleByte = value[iByte];
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//functie maken er van met boolean!!!
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if (singleByte != 10) {
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buffer.push(singleByte);
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fill(255, 255, 255)
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textSize(18);
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textAlign(CENTER);
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text("Score: " + int(time), width / 2, height / 2 - 55);
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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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}
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else {
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let sensorString = decoder.decode(new Uint8Array(buffer));
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//Put all data in a json Array and parse it to a boolean array
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try {
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// Parse the incoming data as JSON
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// "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
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let SerialArray = JSON.parse(sensorString.replace(/'/g, '"'));
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// Ensure SerialArray is an array
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if (Array.isArray(SerialArray)) {
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//Convert the array of strings to a boolean array
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//When a bit is 1 it becomes true, when a bit is 0 it becomes false
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booleanArray = SerialArray.map(bit => bit == '1');
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console.log(booleanArray);
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} else {
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console.error("Dit is geen Array");
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}
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} catch (e) {
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console.log("json niet geparserd");
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}
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Movementloop()
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buffer = [];
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if (keyCode == RIGHT_ARROW) {
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iIndex += 1;
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keyReleasedFlag = false;
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}
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if (done) {
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console.log('[readLoop] DONE', done);
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reader.releaseLock();
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break;
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}
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if (keyCode == UP_ARROW) {
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currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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currentIndex[iIndex] = (currentIndex[iIndex] - 1 + letters.length) % letters.length;
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keyReleasedFlag = false;
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}
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if (keyCode == ENTER) {
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nameHS += letters[currentIndex[0]];
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nameHS += letters[currentIndex[1]];
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nameHS += letters[currentIndex[2]];
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entered = true;
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submit();
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keyReleasedFlag = false;
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}
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}
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if (isDead && keyReleasedFlag && entered) {
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if (keyCode == UP_ARROW) {
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buttonSelectDead -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelectDead += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelectDead == 0) {
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if (keyCode == RIGHT_ARROW && !submitted) {
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entered = false;
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nameHS = '';
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keyReleasedFlag = false;
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}
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if (keyCode == ENTER) {
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keyReleasedFlag = false;
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}
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}
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if (buttonSelectDead == 1) {
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if (keyCode == ENTER) {
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//reset all the variables so the game can be played again
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reset();
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}
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}
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if (buttonSelectDead == 2) {
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if (keyCode == ENTER) {
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homescreenOn = true;
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reset();
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}
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}
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}
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}
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// Sluit de poort
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async function disconnect() {
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await reader.cancel();
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await port.close();
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console.log("Port is closed!");
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}
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//--------------------Game--------------------
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let playerPosX = 500;
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let playerPosY = 300;
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let bullets = [];
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let playerSpeed = 5;
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let radius = 40;
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let hit = false;
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let shot = true;
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function submit() {
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if (entered == true) {
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sendData(nameHS, int(time));
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console.log(nameHS + ": " + int(time));
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nameHS = '';
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submitted = true;
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}
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}
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function keyReleased() {
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keyReleasedFlag = true; // Set the flag to true when a key is released
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}
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function wait(waitTime) {
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return new Promise(resolve => {
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setTimeout(() => {
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resolve(true);
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}, waitTime);
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});
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}
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async function Movementloop() {
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if (booleanArray[1]) {
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playerPosX += 2;}
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if (booleanArray[3]) {
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playerPosX -= 2;}
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if (booleanArray[2]) {
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playerPosY += 2;}
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if (booleanArray[0]) {
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playerPosY -= 2;}
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}
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function keyPressed() {
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if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
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playerPosX -= playerSpeed;
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}
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if (keyIsDown(RIGHT_ARROW) && playerPosX < width - radius) {
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playerPosX += playerSpeed;
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}
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if (keyIsDown(UP_ARROW) && playerPosY > 0 + radius) {
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playerPosY -= playerSpeed;
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}
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if (keyIsDown(DOWN_ARROW) && playerPosY < height - radius) {
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playerPosY += playerSpeed;
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}
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}
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//get info from controller and use it to move the player
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window.addEventListener('booleanArrayUpdated', function (event) {
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let booleanArray = event.detail;
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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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createCanvas(1250, 600);
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frameRate(244);
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// disable the outline of shapes
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//declare the bullet with its variables
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myBullet = new bullet(playerPosX, playerPosY, 10, 20);
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noStroke();
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if (booleanArray[1]) {
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playerPosX += playerSpeed;
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}
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if (booleanArray[3]) {
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playerPosX -= playerSpeed;
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}
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if (booleanArray[2]) {
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playerPosY += playerSpeed;
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}
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if (booleanArray[0]) {
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playerPosY -= playerSpeed;
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}
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});
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}
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// the function draw() is called every frame
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function draw(){
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keyPressed()
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// clear the background with a transparent black color
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background(0,0,0,100);
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//draw the bullet
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myBullet.draw();
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//update de variabel playerPosX en playerPosY en de terugkomende variabelen hit en shot
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let { hit, shot } = myBullet.update(playerPosX, playerPosY);
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// draw a circle at the mouse position
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circle(playerPosX, playerPosY, radius);
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if (hit) {
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console.log("player hit");
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function draw() {
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keyPressed();
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gameOver();
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// draw background
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background(0, 0, 0, 100);
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if (homescreenOn == true) {
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homescreen();
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}
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if (!shot) {
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console.log("player shot");
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if (homescreenOn == false) {
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game();
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}
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if (isDead == true) {
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if (entered == true) {
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if (buttonSelectDead == 0) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 - 45, height / 2 - 30, 90, 40)
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pop()
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}
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if (buttonSelectDead == 1) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 - 55, height / 2 + 15, 110, 40)
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pop()
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}
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if (buttonSelectDead == 2) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 - 80, height / 2 + 60, 160, 40)
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pop()
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}
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}
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else {
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if (iIndex == 0) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 - 45, height / 2 - 30, 30, 40)
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pop()
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}
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if (iIndex == 1) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 - 15, height / 2 - 30, 30, 40)
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pop()
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}
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if (iIndex == 2) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 + 15, height / 2 - 30, 30, 40)
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pop()
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}
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}
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}
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}
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async function randPatern() {
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patern = random(paternArray);
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chosen = true;
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if (patern == 1) {
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await wait(3000);
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chosen = false;
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}
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if (patern == 2) {
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await wait(10000);
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chosen = false;
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}
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if (patern == 3) {
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await wait(1000);
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chosen = false;
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}
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if (patern == 4) {
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await wait(1000);
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chosen = false;
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}
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if (patern == 5) {
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if (phases[0] == true) {
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nextWave = random([1, 2, 3, 4]);
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}
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await wait(3000);
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chosen = false;
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}
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}
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//test
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//test2
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function randomAttackPattern() {
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if (shot == false || hit == true) {
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for (i = 0; i < bulletAmount; i++) {
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spawnRandomBullet()
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}
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}
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}
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function phase() {
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switch (true) {
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case (time < 20):
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phases[0] = true;
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paternArray = [5];
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shotSpeedAdj = 2;
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 1", 10, 50);
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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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phases[0] = false;
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phases[1] = true;
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 2", 10, 50);
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pop();
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break;
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case (time < 90):
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phases[1] = false;
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phases[2] = true;
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paternArray = [2];
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 3", 10, 50);
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pop();
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break;
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case (time < 120):
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phases[2] = false;
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phases[3] = true;
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paternArray = [3, 4];
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 4", 10, 50);
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pop();
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break;
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case (time >= 120):
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phases[3] = false;
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phases[4] = false;
|
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finalPhase = true;
|
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paternArray = [1, 2, 3, 4, 5];
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push();
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fill(255, 0, 255);
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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-->
|
||||
<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="Serial.js"></script>
|
||||
<script src="basicbullet.js"></script>
|
||||
<script src="js/basicbullet.js"></script>
|
||||
<script src="game.js"></script>
|
||||
<script src="sqltest.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
|
Reference in New Issue
Block a user