696 lines
20 KiB
JavaScript
696 lines
20 KiB
JavaScript
function preload() {
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controlsImage = loadImage('./contols.png');
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}
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// the function setup() is called once when the page is loaded
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function setup() {
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// create a canvas element and append it to the body
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DB.getData()
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createCanvas(width, height);
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frameRate(framerate);
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angleMode(DEGREES);
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rectMode(CENTER);
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// disable the outline of shapes
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noStroke();
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}
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function score() {
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time += 3 / framerate;
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}
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function reset() {
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lives = 1;
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time = 0;
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initialPlayerPosX = playerPosX;
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initialPlayerPosY = playerPosY;
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hasMoved = false;
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bullets = [];
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shot = false;
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chosen = false;
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finalPhase = false;
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isDead = false;
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entered = false;
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buttonSelect = 0;
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nameHS = '';
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submitted = false;
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escaped = false;
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bossPosX = width / 2;
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bossPosY = height / 6;
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bossVelX = 5;
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bossVelY = 5;
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dataIsCalled = false;
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DB.getData();
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}
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function movementCheck() {
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//check if the player has moved
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if (playerPosX != initialPlayerPosX || playerPosY != initialPlayerPosY) {
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hasMoved = true;
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}
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}
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async function keyPressed() {
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if (!isDead && !homescreenOn && !pausescreenOn) {
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if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
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playerPosX -= playerSpeed;
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}
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if (keyIsDown(RIGHT_ARROW) && playerPosX < width - radius) {
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playerPosX += playerSpeed;
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}
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if (keyIsDown(UP_ARROW) && playerPosY > 0 + radius) {
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playerPosY -= playerSpeed;
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}
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if (keyIsDown(DOWN_ARROW) && playerPosY < height - radius) {
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playerPosY += playerSpeed;
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}
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}
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if (isDead && keyReleasedFlag && !entered) {
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nameSubmit();
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}
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if (isDead && keyReleasedFlag && entered) {
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buttonSelect = constrain(buttonSelect, 0, 2);
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if (keyCode == UP_ARROW) {
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buttonSelect -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelect += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelect == 1) {
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if (keyCode == ENTER) {
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//reset all the variables so the game can be played again
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reset();
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}
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}
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if (buttonSelect == 2) {
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if (keyCode == ENTER) {
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homescreenOn = true;
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reset();
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keyReleasedFlag = false;
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DB.getData()
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return;
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}
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}
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}
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if (homescreenOn && keyReleasedFlag) {
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (keyCode == UP_ARROW) {
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buttonSelect -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelect += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelect == 0) {
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if (keyCode == ENTER) {
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console.log("start game");
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homescreenOn = false;
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gamescreenOn = true;
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reset();
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}
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}
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if (buttonSelect == 1) {
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if (keyCode == ENTER) {
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homescreenOn = false;
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scorescreenOn = true;
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requesteddata = [];
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keyReleasedFlag = false;
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}
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}
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}
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if (scorescreenOn && keyReleasedFlag && entered) {
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (keyCode == UP_ARROW) {
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buttonSelect -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelect += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelect == 1 && entered) {
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if (keyCode == ENTER) {
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homescreenOn = true;
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scorescreenOn = false;
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reset();
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keyReleasedFlag = false;
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}
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}
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}
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if (!homescreenOn && !isDead && !scorescreenOn && keyReleasedFlag) {
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (keyCode == 27 && !escaped) {
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escaped = true;
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console.log("pause");
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pausescreenOn = true;
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keyReleasedFlag = false;
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}
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if (escaped) {
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if (keyCode == UP_ARROW) {
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buttonSelect -= 1;
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keyReleasedFlag = false;
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console.log(buttonSelect)
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelect += 1;
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keyReleasedFlag = false;
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console.log(buttonSelect)
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}
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if (buttonSelect == 0) {
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if (keyCode == ENTER) {
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console.log("resume");
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pausescreenOn = false;
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keyReleasedFlag = false;
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escaped = false;
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}
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}
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if (buttonSelect == 1) {
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if (keyCode == ENTER) {
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console.log("main menu");
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homescreenOn = true;
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pausescreenOn = false;
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escaped = false;
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reset();
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keyReleasedFlag = false;
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}
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}
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}
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}
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}
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function submit() {
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if (entered == true) {
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DB.sendData(nameHS, int(time));
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console.log(nameHS + ": " + int(time));
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nameHS = '';
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submitted = true;
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}
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}
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function keyReleased() {
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keyReleasedFlag = true; // Set the flag to true when a key is released
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}
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function wait(waitTime) {
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return new Promise(resolve => {
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setTimeout(() => {
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resolve(true);
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}, waitTime);
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});
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}
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function nameSubmit() {
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iIndex = constrain(iIndex, 0, 2);
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if ((!(iIndex > 2)) || (!(iIndex < 0))) {
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if (keyCode == LEFT_ARROW) {
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console.log(iIndex);
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iIndex -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == RIGHT_ARROW) {
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console.log(iIndex);
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iIndex += 1;
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keyReleasedFlag = false;
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}
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}
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if (keyCode == UP_ARROW) {
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currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
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console.log(currentIndex[iIndex])
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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currentIndex[iIndex] = (currentIndex[iIndex] - 1 + letters.length) % letters.length;
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console.log(currentIndex[iIndex])
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keyReleasedFlag = false;
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}
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if (keyCode == ENTER) {
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nameHS += letters[currentIndex[0]];
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nameHS += letters[currentIndex[1]];
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nameHS += letters[currentIndex[2]];
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entered = true;
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if (isDead) {
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submit();
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} else {
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// do nothing
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}
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keyReleasedFlag = false;
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}
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}
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function nameDraw(positiony) {
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if (iIndex == 0) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 - 30, height / positiony, 30, 40)
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pop()
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}
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if (iIndex == 1) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2, height / positiony, 30, 40)
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pop()
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}
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if (iIndex == 2) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2 + 30, height / positiony, 30, 40)
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pop()
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}
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}
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// the function draw() is called every frame
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function draw() {
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keyPressed();
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Menus.gameOver();
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// draw background
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background(0, 0, 0, 100);
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ffps = frameRate();
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shotSpeed = 1000 / ffps;
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playerSpeed = 300 / ffps;
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if (homescreenOn) {
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Menus.homescreen();
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (buttonSelect == 0) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2, height / 2, buttonWidth, buttonHeight)
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pop()
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}
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if (buttonSelect == 1) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2, height / 2 + height / 12, buttonWidth, buttonHeight)
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pop()
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}
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}
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if (!homescreenOn && !scorescreenOn && !isDead) {
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game();
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}
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if (scorescreenOn) {
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Menus.scoreMenu();
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (buttonSelect == 1 && entered) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2, height / 2, buttonWidth, buttonHeight)
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pop()
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}
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}
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if (pausescreenOn) {
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Menus.pauseMenu();
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buttonSelect = constrain(buttonSelect, 0, 1);
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if (buttonSelect == 0) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rectMode(CENTER);
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rect(width / 2, height / 2, buttonWidth, buttonHeight)
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pop()
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}
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if (buttonSelect == 1) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rectMode(CENTER);
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rect(width / 2, height / 2 + height / 12, buttonWidth, buttonHeight)
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pop()
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}
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}
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if (isDead) {
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buttonSelect = constrain(buttonSelect, 0, 2);
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if (entered) {
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if (buttonSelect == 0) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2, height / 2, 90, 40)
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pop()
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}
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if (buttonSelect == 1) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2, height / 2 + height / 12, 110, 40)
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pop()
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}
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if (buttonSelect == 2) {
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push()
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stroke(205, 205, 205)
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strokeWeight(2)
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fill(0, 0, 0, 0)
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rect(width / 2, height / 2 + height / 6, 160, 40)
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pop()
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}
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}
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else {
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nameDraw(2);
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}
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}
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if (!hasMoved && !isDead && !homescreenOn && !pausescreenOn && !scorescreenOn) {
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Menus.dodgeBanner();
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}
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}
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async function randPatern() {
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patern = random(paternArray);
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chosen = true;
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if (patern == 1) {
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await wait(3000);
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chosen = false;
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}
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if (patern == 2) {
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await wait(10000);
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chosen = false;
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}
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if (patern == 3) {
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await wait(1000);
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chosen = false;
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}
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if (patern == 4) {
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await wait(1000);
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chosen = false;
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}
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if (patern == 5) {
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if (phases[0] == true) {
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nextWave = random([1, 2, 3, 4]);
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}
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await wait(3000);
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chosen = false;
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}
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}
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function randomAttackPattern() {
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if (shot == false || hit == true) {
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for (i = 0; i < bulletAmount; i++) {
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spawnRandomBullet()
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}
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}
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}
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function phase() {
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switch (true) {
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case (time < 20):
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phases[0] = true;
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paternArray = [5];
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shotSpeedAdj = 2;
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 1", 10, 50);
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pop();
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break;
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case (time < 60):
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shotSpeedAdj = 3;
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paternArray = [5];
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phases[0] = false;
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phases[1] = true;
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 2", 10, 50);
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pop();
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break;
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case (time < 90):
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phases[1] = false;
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phases[2] = true;
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paternArray = [2];
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 3", 10, 50);
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pop();
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break;
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case (time < 120):
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phases[2] = false;
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phases[3] = true;
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paternArray = [3, 4];
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 4", 10, 50);
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pop();
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break;
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case (time >= 120):
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phases[3] = false;
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phases[4] = false;
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finalPhase = true;
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paternArray = [1, 2, 3, 4, 5];
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push();
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fill(255, 0, 255);
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textSize(10);
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textAlign(LEFT);
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text("phase 5", 10, 50);
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pop();
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break;
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}
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}
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function spawnRandomBullet() {
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if (chosen == false) {
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randPatern();
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}
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if (patern == 1) {
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let nextAttack = random([1, 2, 3, 4, 5]);
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//text(nextAttack, 30, 50);
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if (nextAttack == 1) {
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shotPosX = bossPosX;
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shotPosY = bossPosY;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (nextAttack == 2) {
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shotPosX = random(0, width);
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shotPosY = height;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (nextAttack == 3) {
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shotPosX = 0;
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shotPosY = random(0, height);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (nextAttack == 4) {
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shotPosX = width;
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shotPosY = random(0, height);
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (nextAttack == 5) {
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shotPosX = random(0, width);
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shotPosY = 0;
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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}
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if (patern == 2) {
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let suroundChoice = random([1, 2, 3, 4]);
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if (suroundChoice == 1) {
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shotPosX = x2;
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shotPosY = y2;
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} if (suroundChoice == 2) {
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shotPosX = x3;
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shotPosY = y3;
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} if (suroundChoice == 3) {
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shotPosX = x4;
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shotPosY = y4;
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} if (suroundChoice == 4) {
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shotPosX = x5;
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shotPosY = y5;
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}
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bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
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}
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if (patern == 3) {
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shotPosX = bossPosX;
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shotPosY = bossPosY;
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angle = 0;
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// changing the angle of the bullets
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for (let i = 0; i < 86; i++) {
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setTimeout(function () {
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bullets.push(new bullet(0, 100, radius, shotSpeed / 4, shotPosX, shotPosY, hasMoved, angle));
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angle -= 360 / 1;
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}, i * 100);
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}
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angle = 0;
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}
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if (patern == 4) {
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shotPosX = bossPosX;
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shotPosY = bossPosY;
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angle = 0;
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// changing the angle of the bullets
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for (let i = 0; i < 86; i++) {
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bullets.push(new bullet(0, 100, radius, shotSpeed / 4, shotPosX, shotPosY, hasMoved, angle));
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angle -= 360 / 3;
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}
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angle = 0;
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}
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if (patern == 5) {
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if (phases[0] == false) {
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nextWave = random([1, 2, 3, 4]);
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bulletAmount = 10;
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}
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if (nextWave == 1) {
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for (let i = 0; i < random(8, 15); i++) {
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let shotWidth = random(0, width);
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shotPosX = shotWidth;
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shotPosY = height;
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bullets.push(new bullet(shotWidth, 0, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
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}
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}
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if (nextWave == 2) {
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for (let i = 0; i < random(8, 10); i++) {
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let shotWidth = random(0, width);
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shotPosX = shotWidth;
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shotPosY = 0;
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bullets.push(new bullet(shotWidth, height, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
|
|
}
|
|
}
|
|
if (nextWave == 3) {
|
|
for (let i = 0; i < random(8, 10); i++) {
|
|
let shotHeight = random(0, width);
|
|
shotPosX = 0;
|
|
shotPosY = shotHeight;
|
|
bullets.push(new bullet(width, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
|
|
}
|
|
}
|
|
if (nextWave == 4) {
|
|
for (let i = 0; i < random(8, 10); i++) {
|
|
let shotHeight = random(0, width);
|
|
shotPosX = width;
|
|
shotPosY = shotHeight;
|
|
bullets.push(new bullet(0, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
|
|
}
|
|
}
|
|
|
|
} else {
|
|
bulletAmount = 5;
|
|
}
|
|
}
|
|
function bouncing() {
|
|
// Update position
|
|
bossPosX += bossVelX;
|
|
bossPosY += bossVelY;
|
|
// Check for bounce
|
|
if (bossPosX > width - 25) {
|
|
bossVelX = random([-4, -5, -6, -7]);
|
|
}
|
|
if (bossPosX < 25) {
|
|
bossVelX = random([4, 5, 6, 7]);
|
|
}
|
|
if (bossPosY > height - 25) {
|
|
bossVelY = random([-4, -5, -6, -7]);
|
|
}
|
|
if (bossPosY < 25) {
|
|
bossVelY = random([4, 5, 6, 7]);
|
|
}
|
|
|
|
// Draw the boss
|
|
circle(bossPosX, bossPosY, 50);
|
|
|
|
if ((dist(bossPosX, bossPosY, playerPosX, playerPosY) <= 25 + radius) && hasMoved) {
|
|
lives -= 1;
|
|
}
|
|
}
|
|
|
|
function game() {
|
|
if (!(lives == 0)) {
|
|
// draw player
|
|
phase();
|
|
movementCheck();
|
|
|
|
push();
|
|
fill(0, 255, 0);
|
|
if (!pausescreenOn) {
|
|
push();
|
|
fill(0, 255, 255);
|
|
circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
|
|
stroke('yellow');
|
|
strokeWeight(1);
|
|
noFill();
|
|
circle (playerPosX, playerPosY, playerSize*2);
|
|
pop();
|
|
if (phases[2] == false || phase[3] == false) {
|
|
bouncing();
|
|
} else if (phases[2] = true) {
|
|
bossPosX = x2;
|
|
bossPosY = y2;
|
|
} else {
|
|
bossPosX = width / 2;
|
|
bossPosY = height / 6;
|
|
}
|
|
|
|
bullets.forEach(myBullet => {
|
|
//zolang mybullet bestaat blijft hij drawen en updaten
|
|
({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY, hasMoved, radius));
|
|
myBullet.draw();
|
|
|
|
if (isOffScreen == true) {
|
|
myBullet.hit = true;
|
|
shot = false;
|
|
}
|
|
});
|
|
//blijf de bullet tekenen zolang hit false is
|
|
bullets = bullets.filter(bullet => !bullet.hit);
|
|
}
|
|
pop();
|
|
if (hasMoved == true) {
|
|
push();
|
|
if (!pausescreenOn) {
|
|
score();
|
|
}
|
|
textSize(10);
|
|
textAlign(LEFT);
|
|
fill(255, 0, 255)
|
|
text(int(time), 10, 20);
|
|
pop();
|
|
}
|
|
if (hasMoved == false) {
|
|
time = 0;
|
|
push();
|
|
score();
|
|
textSize(10);
|
|
textAlign(LEFT);
|
|
fill(255, 0, 255)
|
|
text(0, 10, 20);
|
|
pop();
|
|
}
|
|
|
|
|
|
randomAttackPattern()
|
|
if (patern == 2) {
|
|
suroundX += 2;
|
|
suroundY += 2;
|
|
let sinX = sin(suroundX);
|
|
let cosY = cos(suroundY);
|
|
x2 = map(sinX, -1, 1, playerPosX - 200, playerPosX + 200);
|
|
y2 = map(cosY, -1, 1, playerPosY - 200, playerPosY + 200);
|
|
x3 = map(-sinX, -1, 1, playerPosX - 200, playerPosX + 200);
|
|
y3 = map(-cosY, -1, 1, playerPosY - 200, playerPosY + 200);
|
|
x4 = map(-sinX, -1, 1, playerPosX - 100, playerPosX + 100);
|
|
y4 = map(cosY, -1, 1, playerPosY - 100, playerPosY + 100);
|
|
x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
|
|
y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
|
|
push();
|
|
fill(0, 255, 0);
|
|
circle(x3, y3, 50);
|
|
circle(x4, y4, 50);
|
|
circle(x5, y5, 50);
|
|
pop();
|
|
} else {
|
|
x2 = width / 2;
|
|
y2 = 100;
|
|
}
|
|
}
|
|
|
|
} |