Files
J1B2-Game-controller/web/game.js
2023-11-25 17:05:49 +01:00

165 lines
4.8 KiB
JavaScript

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
let Playerposx = 500;
let Playerposy = 300;
const playerSize = 10;
let radius = playerSize/2;
let playerX = 500
let playerY = 300;
let playerSpeed = 3;
let squareX = 100;
let squareY = 100;
const squareSize = 100;
let startPosX;
let startPosY;
let shotSpeed = 5;
// 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) && playerX > 0+radius) {
playerX -= playerSpeed;
}
if (keyIsDown(RIGHT_ARROW) && playerX < width-radius) {
playerX += playerSpeed;
}
if (keyIsDown(UP_ARROW) && playerY > 0+radius) {
playerY -= playerSpeed;
}
if (keyIsDown(DOWN_ARROW) && playerY < height-radius) {
playerY += playerSpeed;
}
}
async function Movementloop() {
if (booleanArray[1]) {
playerX += playerSpeed;}
if (booleanArray[3]) {
playerX -= playerSpeed;}
if (booleanArray[2]) {
playerY += playerSpeed;}
if (booleanArray[0]) {
playerY -= playerSpeed;}
}
function object_collision() {
var squareCenterX = squareX + squareSize / 2;
var squareCenterY = squareY + squareSize / 2;
var distance = dist(playerX, playerY, squareCenterX, squareCenterY);
if (distance < squareSize / 2 + radius) {
squareX = random(0, width - squareSize);
squareY = random(0, height - squareSize);
}
}
async function shoot(startPosX, startPosY) {
circle(startPosX, startPosY, 30);
let shootingCirclePos = createVector(startPosX, startPosY);
let targetCirclePos = createVector(playerX, playerY);
let direction = p5.Vector.sub(targetCirclePos, shootingCirclePos);
direction.normalize();
direction.mult(shotSpeed);
shootingCirclePos.add(direction);
circle(shootingCirclePos.x, shootingCirclePos.y, 5);
}
// the function draw() is called every frame
function draw() {
keyPressed();
// clear the background with a transparent black color
background(0, 0, 0, 100);
shoot(500,100);
// draw a circle at the mouse position
circle(constrain(playerX,0+radius,width-radius), constrain(playerY,0+radius,height-radius), playerSize);
square(squareX,squareY,squareSize);
object_collision();
}