let port; let reader; const decoder = new TextDecoder("utf-8"); let readibleoutput = 0; let booleanArray = []; // Request a port and open a connection. async function connect() { //vraag aan de browser om een serial port te selecteren port = await navigator.serial.requestPort(); await port.open({ baudRate: 9600 }); reader = port.readable.getReader(); console.log("Port is open!"); readLoop() } // Read data from serial port async function readLoop() { let buffer = []; // loop until reader.cancel() is called while (true) { // Wait for data const { value, done } = await reader.read(); for (let iByte = 0; iByte < value.length; iByte++) { let singleByte = value[iByte]; //functie maken er van met boolean!!! if (singleByte != 10) { buffer.push(singleByte); } else { let sensorString = decoder.decode(new Uint8Array(buffer)); //Put all data in a json Array and parse it to a boolean array try { // Parse the incoming data as JSON // "replace(/'/g, '\"')" replaces all single quotes with double quotes with use of regular expressions. So we can use Jsonparse to parse it into a booleanArray let SerialArray = JSON.parse(sensorString.replace(/'/g, '"')); // Ensure SerialArray is an array if (Array.isArray(SerialArray)) { //Convert the array of strings to a boolean array //When a bit is 1 it becomes true, when a bit is 0 it becomes false booleanArray = SerialArray.map(bit => bit == '1'); console.log(booleanArray); } else { console.error("Dit is geen Array"); } } catch (e) { console.log("json niet geparserd"); } Movementloop() buffer = []; } if (done) { console.log('[readLoop] DONE', done); reader.releaseLock(); break; } } } } // Sluit de poort async function disconnect() { await reader.cancel(); await port.close(); console.log("Port is closed!"); } //--------------------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 squareX = 100; // let squareY = 100; // const squareSize = 100; let shotSpeed = 2; let projectile; let projSize = 5; let shot = false; // 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(); } 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() { if (booleanArray[1]) { playerPosX += playerSpeed; } if (booleanArray[3]) { playerPosX -= playerSpeed; } if (booleanArray[2]) { playerPosY += playerSpeed; } if (booleanArray[0]) { playerPosY -= playerSpeed; } } // function object_collision() { // var squareCenterX = squareX + squareSize / 2; // var squareCenterY = squareY + squareSize / 2; // var distance = dist(playerPosX, playerPosY, squareCenterX, squareCenterY); // if (distance < squareSize / 2 + radius) { // squareX = random(0, width - squareSize); // squareY = random(0, height - squareSize); // } // } function shoot(directionX, directionY) { shot = true; if (!projectile) { // Set the initial position of the projectile to the player's position projectile = createVector(500, 100); } // Draw the small circle (projectile) fill(255, 0, 0); circle(projectile.x, projectile.y, projSize); // Move the projectile towards the movable circle let target = createVector(directionX, directionY); let direction = target.copy().sub(projectile); direction.normalize(); direction.mult(shotSpeed); projectile.add(direction); if (projectile.dist(target) >= 1) { shot = false; // projectile = null; } } // the function draw() is called every frame function draw() { keyPressed(); // draw background background(0, 0, 0, 100); // 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); // square(squareX,squareY,squareSize); // object_collision(); if (shot == false) { shoot(playerPosX, playerPosY); } }