class bullet { constructor(targetx, targety, radius, speed, shotPosX, shotPosY, hasMoved, angle) { // Add hasMoved parameter // add all incoming variables to the class this.angle = radians(angle); 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; this.hasMoved = hasMoved; // Set a variable that cant be changed if ((this.directionX === null) || (this.directionY === null)) { this.directionX = this.targetx; this.directionY = this.targety; } // create a vector for the projectile and the direction this.projectile = createVector(this.x, this.y); this.direction = createVector(this.targetx - this.projectile.x, this.targety - this.projectile.y); this.direction.normalize(); // rotate the direction towards the player this.direction.rotate(this.angle); } draw() { //draw the bullet push(); fill(0, 255, 0); circle(this.projectile.x, this.projectile.y, this.radius); pop(); } update(targetx, targety) { // keeps the projetile updated so hit collision can be checked this.targetx = targetx; this.targety = targety; // update the projectile this.projectile.add(p5.Vector.mult(this.direction, this.speed)); let hit = false; 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) { hit = true; 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) { this.bulletHit = true; 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) { 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; //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; // return all the variables return { hit, shot, isOffScreen, originalPos }; } }