Added documentation and cleaned up code

This commit is contained in:
Sam
2023-12-12 21:41:18 +01:00
parent 7c0e90886c
commit fbe19ba35e

View File

@@ -1,5 +1,6 @@
class bullet { class bullet {
constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter
// add all incoming variables to the class
this.angle = radians(angle); this.angle = radians(angle);
this.targetx = targetx; this.targetx = targetx;
this.targety = targety; this.targety = targety;
@@ -10,20 +11,22 @@ class bullet {
this.bulletHit = false; this.bulletHit = false;
this.directionX = null; this.directionX = null;
this.directionY = null; this.directionY = null;
this.hasMoved = hasMoved;
// Set a variable that cant be changed
if ((this.directionX === null) || (this.directionY === null)) { if ((this.directionX === null) || (this.directionY === null)) {
this.directionX = this.targetx; this.directionX = this.targetx;
this.directionY = this.targety; this.directionY = this.targety;
} }
this.hasMoved = hasMoved; // Set this.hasMoved to the value of hasMoved // create a vector for the projectile and the direction
this.projectile = createVector(this.x, this.y); this.projectile = createVector(this.x, this.y);
this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y); this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y);
this.direction.normalize(); this.direction.normalize();
// rotate the direction towards the player
this.direction.rotate(this.angle); this.direction.rotate(this.angle);
} }
draw() { draw() {
//draw the bullet
push(); push();
fill(0, 255, 0); fill(0, 255, 0);
circle(this.projectile.x, this.projectile.y, this.radius); circle(this.projectile.x, this.projectile.y, this.radius);
@@ -31,27 +34,33 @@ class bullet {
} }
update(targetx, targety) { update(targetx, targety) {
// keeps the projetile updated so hit collision can be checked
this.targetx = targetx; this.targetx = targetx;
this.targety = targety; this.targety = targety;
// update the projectile
this.projectile.add(p5.Vector.mult(this.direction, this.speed)); this.projectile.add(p5.Vector.mult(this.direction, this.speed));
let hit = false; let hit = false;
let shot = true; let shot = true;
// check if the projectile has hit the player
if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) { if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) {
hit = true; hit = true;
shot = false; shot = false;
// if the projectile has hit the player and the player has lives left, remove a life
if (this.hasMoved && lives != 0 && this.bulletHit == false) { if (this.hasMoved && lives != 0 && this.bulletHit == false) {
this.bulletHit = true; this.bulletHit = true;
lives -= 1; lives -= 1;
} }
//if the bullet hits one of the wall reset the shot variable so a new wave of bullets can be fired
} else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) { } else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) {
shot = false; shot = false;
} }
// check if the projectile is off screen so it can be removed
let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height; let isOffScreen = this.projectile.x < 0 || this.projectile.x > width || this.projectile.y < 0 || this.projectile.y > height;
//unused variable to check if the projetile passsed the original player position when it was fired
let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety; let originalPos = this.projectile.x == this.targetx || this.projectile.y == this.targety;
// return all the variables
return { hit, shot, isOffScreen, originalPos }; return { hit, shot, isOffScreen, originalPos };
} }
} }