Added documentation and cleaned up code
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@@ -1,5 +1,6 @@
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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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// 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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@@ -10,20 +11,22 @@ class bullet {
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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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this.hasMoved = hasMoved; // Set this.hasMoved to the value of hasMoved
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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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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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@@ -31,27 +34,33 @@ class bullet {
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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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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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return { hit, shot, isOffScreen, originalPos};
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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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