Merge branch 'main' of ssh://gitlab.fdmci.hva.nl/propedeuse-hbo-ict/onderwijs/2023-2024/out-a-se-ti/blok-2/cuujooceevii61
This commit is contained in:
47
web/game.js
47
web/game.js
@@ -3,6 +3,12 @@
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const width = 1260;
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const height = 620;
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// Menu variables
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let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
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let currentIndex = 0;
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let name = '';
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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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@@ -11,7 +17,7 @@ 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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@@ -69,16 +75,24 @@ function score() {
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time += 3 / framerate;
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}
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function life() {
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textAlign(CENTER);
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function gameOver() {
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if (lives == 0) {
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//game over screen
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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);
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text("Game Over", width / 2, height / 2 - 80);
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pop();
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push();
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fill(255,255,255)
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textSize(32);
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text(letters[currentIndex], width / 2, height / 2);
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pop();
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if (key == ' ') {
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//reset all the variables so the game can be played again
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lives = 1;
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time = 0;
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bounceX = bossPosX;
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@@ -90,18 +104,20 @@ function life() {
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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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}
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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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@@ -115,6 +131,21 @@ async function keyPressed() {
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playerPosY += playerSpeed;
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}
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}
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if (isDead) {
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if (keyCode === UP_ARROW) {
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currentIndex = (currentIndex + 1) % letters.length;
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}
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if (keyCode === DOWN_ARROW) {
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currentIndex = (currentIndex - 1 + letters.length) % letters.length;
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}
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if (keyCode === ENTER) {
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name += letters[currentIndex];
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console.log(name);
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}
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}
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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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@@ -124,10 +155,9 @@ function wait(waitTime) {
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}
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async function Movementloop() {
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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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// event.detail contains the booleanArray
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let booleanArray = event.detail;
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// Use booleanArray here...
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if (booleanArray[1]) {
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playerPosX += playerSpeed;
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@@ -147,7 +177,7 @@ async function Movementloop() {
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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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life();
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gameOver();
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phase();
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// draw background
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//myBullet.draw();
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@@ -159,6 +189,7 @@ function draw() {
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if (homescreenOn == false) {
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game();
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}
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keyDown();
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}
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async function randPatern() {
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@@ -1,57 +1,66 @@
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class bullet {
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constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
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this.angle = radians(angle);
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this.targetx = targetx;
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this.targety = targety;
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this.x = shotPosX;
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this.y = shotPosY;
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this.radius = radius;
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this.speed = speed;
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this.bulletHit = false;
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this.directionX = null;
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this.directionY = null;
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if ((this.directionX === null) || (this.directionY === null)) {
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this.directionX = this.targetx;
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this.directionY = this.targety;
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}
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this.hasMoved = hasMoved; // Set this.hasMoved to the value of hasMoved
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constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
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// add all incoming variables to the class
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this.angle = radians(angle);
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this.targetx = targetx;
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this.targety = targety;
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this.x = shotPosX;
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this.y = shotPosY;
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this.radius = radius;
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this.speed = speed;
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this.bulletHit = false;
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this.directionX = null;
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this.directionY = null;
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this.hasMoved = hasMoved;
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// Set a variable that cant be changed
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if ((this.directionX === null) || (this.directionY === null)) {
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this.directionX = this.targetx;
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this.directionY = this.targety;
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}
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// create a vector for the projectile and the direction
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this.projectile = createVector(this.x, this.y);
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this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
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this.direction.normalize();
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// rotate the direction towards the player
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this.direction.rotate(this.angle);
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}
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this.projectile = createVector(this.x, this.y);
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this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
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this.direction.normalize();
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draw() {
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//draw the bullet
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push();
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fill(0, 255, 0);
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circle(this.projectile.x, this.projectile.y, this.radius);
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pop();
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}
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this.direction.rotate(this.angle);
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}
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update(targetx, targety) {
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// keeps the projetile updated so hit collision can be checked
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this.targetx = targetx;
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this.targety = targety;
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// update the projectile
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this.projectile.add(p5.Vector.mult(this.direction, this.speed));
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draw() {
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push();
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fill(0, 255, 0);
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circle(this.projectile.x, this.projectile.y, this.radius);
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pop();
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}
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let hit = false;
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let shot = true;
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// check if the projectile has hit the player
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if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
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hit = true;
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shot = false;
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// if the projectile has hit the player and the player has lives left, remove a life
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if (this.hasMoved && lives != 0 && this.bulletHit == false) {
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this.bulletHit = true;
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lives -= 1;
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}
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//if the bullet hits one of the wall reset the shot variable so a new wave of bullets can be fired
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} else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
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shot = false;
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}
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// check if the projectile is off screen so it can be removed
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let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height;
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//unused variable to check if the projetile passsed the original player position when it was fired
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let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety;
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update(targetx, targety) {
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this.targetx = targetx;
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this.targety = targety;
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this.projectile.add(p5.Vector.mult(this.direction, this.speed));
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let hit = false;
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let shot = true;
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if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
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hit = true;
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shot = false;
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if (this.hasMoved && lives != 0 && this.bulletHit == false) {
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this.bulletHit = true;
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lives -= 1;
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}
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} else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
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shot = false;
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}
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let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height;
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let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety;
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return { hit, shot, isOffScreen, originalPos};
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}
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// return all the variables
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return { hit, shot, isOffScreen, originalPos };
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}
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}
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