added working pause feature
This commit is contained in:
70
web/game.js
70
web/game.js
@@ -140,7 +140,7 @@ function movementCheck() {
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}
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async function keyPressed() {
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if (!isDead) {
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if (!isDead && !homescreenOn && !pausescreenOn) {
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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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@@ -236,22 +236,49 @@ async function keyPressed() {
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if (buttonSelectHome == 1) {
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if (keyCode == ENTER) {
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homescreenOn = false;
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scoreMenuOn = true;
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scorescreenOn = true;
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reset();
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keyReleasedFlag = false;
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}
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}
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}
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if (!homescreenOn && !isDead && keyReleasedFlag) {
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if (keyCode == 27 && !escaped) {
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escaped = true;
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console.log("pause");
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pausescreenOn = true;
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shotSpeed = 0;
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playerSpeed = 0;
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keyReleasedFlag = false;
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}
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if (escaped) {
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if (keyCode == UP_ARROW) {
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buttonSelectPause -= 1;
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keyReleasedFlag = false;
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console.log(buttonSelectPause)
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelectPause += 1;
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keyReleasedFlag = false;
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console.log(buttonSelectPause)
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}
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if (buttonSelectPause == 0) {
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if (keyCode == ENTER) {
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console.log("resume");
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pausescreenOn = false;
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keyReleasedFlag = false;
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escaped = false;
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}
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}
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if (buttonSelectPause == 1) {
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if (keyCode == ENTER) {
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console.log("main menu");
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homescreenOn = true;
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pausescreenOn = false;
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escaped = false;
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reset();
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keyReleasedFlag = false;
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}
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}
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}
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}
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}
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@@ -286,7 +313,7 @@ function draw() {
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buttonSelectHome = constrain(buttonSelectHome, 0, 1);
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buttonSelectPause = constrain(buttonSelectPause, 0, 1);
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if (homescreenOn == true && scoreMenuOn == false) {
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if (homescreenOn == true && scorescreenOn == false) {
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homescreen();
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if (buttonSelectHome == 0) {
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push()
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@@ -305,17 +332,35 @@ function draw() {
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pop()
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}
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}
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if (homescreenOn == false && scoreMenuOn == false) {
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if (!homescreenOn && !scorescreenOn) {
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game();
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}
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if (scoreMenuOn == true) {
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if (scorescreenOn) {
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scoremenu();
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}
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if (pausescreenOn == true) {
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if (pausescreenOn) {
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pauseMenu();
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}
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if (isDead == true) {
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if (entered == true) {
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if (pausescreenOn) {
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if (buttonSelectPause == 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 - 100, height / 2, 200, 40)
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pop()
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}
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if (buttonSelectPause == 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 - 100, height / 2 + 50, 200, 40)
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pop()
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}
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}
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if (isDead) {
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if (entered) {
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if (buttonSelectDead == 0) {
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push()
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stroke(205, 205, 205)
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@@ -651,7 +696,7 @@ function game() {
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x2 = width / 2;
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y2 = 100;
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}
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if (!pausescreenOn) {
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bullets.forEach(myBullet => {
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//zolang mybullet bestaat blijft hij drawen en updaten
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({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY));
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@@ -665,5 +710,6 @@ function game() {
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//blijf de bullet tekenen zolang hit false is
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bullets = bullets.filter(bullet => !bullet.hit);
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}
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}
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}
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@@ -1,6 +1,6 @@
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let buttonSelectScore = 0;
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let searchName = '';
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let scoreMenuOn = false;
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let scorescreenOn = false;
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function scoremenu() {
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textSize(50)
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@@ -11,7 +11,7 @@ function scoremenu() {
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function keyPressed() {
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// Check if the back button was selected and the Enter key was pressed
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if (keyCode == ENTER && buttonSelectScore == 0) {
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scoreMenuOn = false;
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scorescreenOn = false;
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}
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}
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