class bullet { constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved) { // Add hasMoved parameter this.targetx = targetx; this.targety = targety; this.x = shotPosX; this.y = shotPosY; this.radius = radius; this.speed = speed; this.bulletHit = false; this.directionX = null; this.directionY = null; if ((this.directionX === null) || (this.directionY === null)) { this.directionX = this.targetx; this.directionY = this.targety; } this.hasMoved = hasMoved; // Set this.hasMoved to the value of hasMoved this.projectile = createVector(this.x, this.y); this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y); this.direction.normalize(); } draw() { push(); fill(0, 255, 0); circle(this.projectile.x, this.projectile.y, this.radius); pop(); } update(targetx, targety) { this.targetx = targetx; this.targety = targety; this.projectile.add(p5.Vector.mult(this.direction, this.speed)); let hit = false; let shot = true; if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius) { hit = true; shot = false; if (this.hasMoved && lives != 0 && this.bulletHit == false) { this.bulletHit = true; lives -= 1; } } else if (this.projectile.x < 0 - 10 || this.projectile.x > width + 10 || this.projectile.y < 0 - 10 || this.projectile.y > height + 10) { shot = false; } return { hit, shot }; } }