Can draw green dot with bullet class 🤬
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@@ -1,44 +1,54 @@
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class bullet {
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//Een constructor voert eerst de code uit die er in staat voordat de rest van de class wordt uitgevoerd.
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constructor(targetx, targety, radius, speed) {
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//"This" moet gebruikt worden om de variabelen aan te maken in de class en het zorgt er voor dat de variabelen niet alleen in de constructor gebruikt kunnen worden,
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//maar ook in de rest van de class
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this.targetx = targetx;
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this.targety = targety;
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this.x = 500;
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this.y = 100;
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this.radius = radius;
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this.speed = speed;
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// Set the initial position of the projectile to the player's position
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let projectile = createVector(this.x, this.y);
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this.x = directionX;
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this.y = directionY;
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// Calculate the initial direction
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direction = createVector(this.targetX - projectile.x, this.targetY - projectile.y);
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direction.normalize();
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//Een constructor voert eerst de code uit die er in staat voordat de rest van de class wordt uitgevoerd.
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constructor(targetx, targety, radius, speed) {
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//"This" moet gebruikt worden om de variabelen aan te maken in de class en het zorgt er voor dat de variabelen niet alleen in de constructor gebruikt kunnen worden,
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//maar ook in de rest van de class
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this.targetx = targetx;
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this.targety = targety;
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this.x = 500;
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this.y = 100;
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this.radius = 10;
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this.speed = speed;
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}
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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.projectile = createVector(600, 100);
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// Calculate the initial direction
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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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this.projectile.add(p5.Vector.mult(this.direction, this.speed));
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}
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draw() {
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draw() {
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//push en pop zorgen er voor dat de code tussen push en pop een eigen canvas heeft. Dus dat er meerdere projectielen tegelijk kunnen zijn.
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fill(255, 0, 0);
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circle(500, 500, 5);
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projectile.add(p5.Vector.mult(direction, shotSpeed));
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if (dist(projectile.x, projectile.y, directionX, directionY) <= this.radius) {
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hit = true;
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fill(0, 255, 0);
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circle(500, 500, this.radius);
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// Set the initial position of the projectile to the player's position
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if (dist(this.projectile.x, this.projectile.y, this.directionX, this.directionY) <= this.radius) {
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hit = true;
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}
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else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) {
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bounceX = projectile.x;
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bounceY = projectile.y;
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shot = false;
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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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bounceX = this.projectile.x;
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bounceY = this.projectile.y;
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shot = false;
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}
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}
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}
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}
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@@ -72,8 +72,7 @@ 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 = 20;
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let myBullet = new bullet();
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let radius = 40;
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async function Movementloop() {
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if (booleanArray[1]) {
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@@ -107,12 +106,15 @@ function setup(){
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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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myBullet = new bullet();
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noStroke();
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myBullet(playerPosX, playerPosY, radius, 5);
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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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myBullet.draw(playerPosX, playerPosY, 10, 5);
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// clear the background with a transparent black color
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background(0,0,0,10);
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