diff --git a/web/game.js b/web/game.js index 271d273..62121b7 100644 --- a/web/game.js +++ b/web/game.js @@ -29,6 +29,7 @@ let predictiveBounceX; let predictiveBounceY; let bullets = []; let direction; +let framerate = 120; let time = 0; @@ -38,7 +39,7 @@ function setup() { // create a canvas element and append it to the body createCanvas(width, height); - frameRate(120); + frameRate(framerate); myBullet = new bullet(playerPosX, playerPosY, radius, shotSpeed); // disable the outline of shapes @@ -46,9 +47,11 @@ function setup() { noStroke(); } + + async function score() { while (true) { - time += 1; + time += 1 / framerate; await sleep(1000); } } @@ -71,7 +74,7 @@ function life() { time = 0; bounceX = bossPosX; bounceY = bossPosY; - hit = false; + } } @@ -167,13 +170,8 @@ function draw() { textAlign(LEFT); text(time, 10, 20); - if (shot == false || hit == true) { - spawnRandomBullet() - spawnRandomBullet() - spawnRandomBullet() - spawnRandomBullet() - } + randomAttackPattern() bullets.forEach(myBullet => { //zolang mybullet bestaat blijft hij drawen en updaten @@ -181,16 +179,22 @@ function draw() { myBullet.draw(); }); //blijf de bullet tekenen zolang hit false is - bullets = bullets.filter(bullet => { - const { hit, shot } = bullet.update(playerPosX, playerPosY); - bullet.draw(); - return !hit; // als hit true is dan wordt de bullet verwijderd - }); + bullets = bullets.filter(bullet => !bullet.hit); } } +function randomAttackPattern(){ + if (shot == false || hit == true) { + spawnRandomBullet() + spawnRandomBullet() + spawnRandomBullet() + spawnRandomBullet() + } +} + function spawnRandomBullet(){ + let patern = random([1,2]); if (patern == 1) { nextAttack = random([1, 2, 3, 4]);