//--------------------Game-------------------- // Game variables const width = 1000; const height = 600; // Player variables const playerSize = 10; let radius = playerSize / 2; let playerPosX = 500 let playerPosY = 300; let playerSpeed = 3; let booleanArray = window.booleanArray; let lives = 2; let bossPosX = 500; let bossPosY = 100; let shotSpeed = 15; let projectile; let projSize = 5; let shot; let hit; let shotPosX; let shotPosY; let nextAttack; let bounceX = bossPosX; let bounceY = bossPosY; let predictiveBounceX; let predictiveBounceY; let time = 0; let myBullet = new bullet(); // the function setup() is called once when the page is loaded function setup() { // create a canvas element and append it to the body createCanvas(width, height); frameRate(120); // disable the outline of shapes Movementloop() noStroke(); } async function score() { while (true) { time += 1; await sleep(1000); } } function life() { textAlign(CENTER); text(lives, 500, 20); if (hit == true) { hit = false; lives -= 1; } if (lives == 0) { fill(255, 0, 0); textSize(40); textAlign(CENTER); text("Game Over", 500, 300); } if (key == ' ') { lives = 2; time = 0; bounceX = bossPosX; bounceY = bossPosY; } } function keyPressed() { if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) { playerPosX -= playerSpeed; } if (keyIsDown(RIGHT_ARROW) && playerPosX < width - radius) { playerPosX += playerSpeed; } if (keyIsDown(UP_ARROW) && playerPosY > 0 + radius) { playerPosY -= playerSpeed; } if (keyIsDown(DOWN_ARROW) && playerPosY < height - radius) { playerPosY += playerSpeed; } } async function Movementloop() { window.addEventListener('booleanArrayUpdated', function (event) { // event.detail contains the booleanArray let booleanArray = event.detail; // Use booleanArray here... if (booleanArray[1]) { playerPosX += playerSpeed; } if (booleanArray[3]) { playerPosX -= playerSpeed; } if (booleanArray[2]) { playerPosY += playerSpeed; } if (booleanArray[0]) { playerPosY -= playerSpeed; } }); } function shoot(directionX, directionY) { shot = true; hit = false; if (!projectile) { // Set the initial position of the projectile to the player's position projectile = createVector(shotPosX, shotPosY); targetX = directionX; targetY = directionY; // Calculate the initial direction direction = createVector(targetX - projectile.x, targetY - projectile.y); direction.normalize(); } // Draw the small circle (projectile) fill(255, 0, 0); circle(projectile.x, projectile.y, projSize); // Move the projectile towards the movable circle projectile.add(p5.Vector.mult(direction, shotSpeed)); if (dist(projectile.x, projectile.y, directionX, directionY) <= radius+(projSize/2)) { projectile = null; hit = true; } else if (projectile.x < 0 - 10 || projectile.x > width + 10 || projectile.y < 0 - 10 || projectile.y > height + 10) { bounceX = projectile.x; bounceY = projectile.y; projectile = null; shot = false; } } // the function draw() is called every frame function draw() { shot = false; textSize(10); keyPressed(); life(); // draw background myBullet.draw(); background(0, 0, 0, 100); if (!(lives == 0)) { // draw player fill(0, 255, 255) circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize); // draw boss fill(255, 165, 0) circle(500, 100, 50); score(); textAlign(LEFT); text(time, 10, 20); if (shot == false || hit == true) { let patern = random([1]); if (patern == 1) { nextAttack = random([1, 2, 3, 4, 5]); text(nextAttack, 30, 50); if (nextAttack == 1) { shotPosX = 500; shotPosY = 100; shoot(playerPosX, playerPosY); } if (nextAttack == 2) { shotPosX = random(0, 1000); shotPosY = 600; shoot(playerPosX, playerPosY); } if (nextAttack == 3) { shotPosX = 0; shotPosY = random(0, 600); shoot(playerPosX, playerPosY); } if (nextAttack == 4) { shotPosX = 1000; shotPosY = random(0, 600); shoot(playerPosX, playerPosY); } if (nextAttack == 5) { shotPosX = bounceX; shotPosY = bounceY; shoot(playerPosX, playerPosY); } } // if (patern == 2) { // shotPosX = bounceX; // shotPosY = bounceY; // shoot(playerPosX, playerPosY); // } } } }