Put bullets into Array and made 4 spawn each wave

This commit is contained in:
Sam
2023-11-29 16:09:08 +01:00
parent 2e9c22dee2
commit be8c373561

View File

@@ -17,8 +17,8 @@ let bossPosY = 100;
let shotSpeed = 9;
let projectile;
let projSize = 5;
let shot;
let hit;
let shot = false;
let hit = false;
let shotPosX;
let shotPosY;
@@ -27,7 +27,7 @@ let bounceX = bossPosX;
let bounceY = bossPosY;
let predictiveBounceX;
let predictiveBounceY;
let bullets = [];
let direction;
let time = 0;
@@ -166,6 +166,24 @@ function draw() {
text(time, 10, 20);
if (shot == false || hit == true) {
spawnRandomBullet()
spawnRandomBullet()
spawnRandomBullet()
spawnRandomBullet()
}
bullets.forEach(myBullet => {
//zolang mybullet bestaat blijft hij drawen en updaten
({ hit, shot } = myBullet.update(playerPosX, playerPosY));
myBullet.draw();
});
}
}
function spawnRandomBullet(){
let patern = random([1,2]);
if (patern == 1) {
nextAttack = random([1, 2, 3, 4]);
@@ -173,33 +191,29 @@ function draw() {
if (nextAttack == 1) {
shotPosX = 500;
shotPosY = 100;
myBullet = new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
}
if (nextAttack == 2) {
shotPosX = random(0, 1000);
shotPosY = 600;
myBullet = new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
}
if (nextAttack == 3) {
shotPosX = 0;
shotPosY = random(0, 600);
myBullet = new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
}
if (nextAttack == 4) {
shotPosX = 1000;
shotPosY = random(0, 600);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
}
}
if (patern == 2) {
shotPosX = bounceX;
shotPosY = bounceY;
myBullet = new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY));
}
}
if (myBullet) {
myBullet.draw();
({ hit, shot } = myBullet.update(playerPosX, playerPosY));
}
}
}