279 lines
7.5 KiB
JavaScript
279 lines
7.5 KiB
JavaScript
//--------------------Game--------------------
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// Game variables
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const width = 1000;
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const height = 600;
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// Player variables
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const playerSize = 10;
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let radius = playerSize / 2;
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let playerPosX = 500
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let playerPosY = 300;
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let playerSpeed = 4;
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let booleanArray = window.booleanArray;
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let lives = 1;
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let bossPosX = 500;
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let bossPosY = 100;
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let shotSpeed = 9;
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let projectile;
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let projSize = 5;
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let shot = false;
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let hit = false;
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let shotPosX;
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let shotPosY;
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let initialPlayerPosX = playerPosX;
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let initialPlayerPosY = playerPosY;
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let nextAttack;
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let bullets = [];
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let direction;
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let framerate = 120;
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let hasMoved = false;
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let time = 0;
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let shotPoint = 0;
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let angle = 0;
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let patern;
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let suroundX = 300;
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let suroundY = 300;
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let x2;
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let y2;
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let x3;
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let y3;
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let x4;
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let y4;
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let x5;
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let y5;
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let bulletAmount = 10;
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//let myBullet = new bullet();
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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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createCanvas(width, height);
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frameRate(framerate);
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angleMode(DEGREES);
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// disable the outline of shapes
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Movementloop()
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noStroke();
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}
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function score() {
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time += 1 / framerate;
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}
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function life() {
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textAlign(CENTER);
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if (lives == 0) {
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fill(255, 0, 0);
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textSize(40);
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textAlign(CENTER);
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text("Game Over", 500, 300);
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if (key == ' ') {
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lives = 1;
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time = 0;
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bounceX = bossPosX;
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bounceY = bossPosY;
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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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}
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}
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}
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function movementCheck() {
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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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function keyPressed() {
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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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async function Movementloop() {
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window.addEventListener('booleanArrayUpdated', function (event) {
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// event.detail contains the booleanArray
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let booleanArray = event.detail;
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// Use booleanArray here...
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if (booleanArray[1]) {
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playerPosX += playerSpeed;
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}
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if (booleanArray[3]) {
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playerPosX -= playerSpeed;
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}
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if (booleanArray[2]) {
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playerPosY += playerSpeed;
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}
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if (booleanArray[0]) {
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playerPosY -= playerSpeed;
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}
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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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textSize(10);
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keyPressed();
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life();
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// draw background
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//myBullet.draw();
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background(0, 0, 0, 100);
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if (!(lives == 0)) {
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// draw player
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fill(0, 255, 255)
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circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
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movementCheck()
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// draw boss
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fill(255, 165, 0)
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circle(x2, y2, 50);
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if (hasMoved == true) {
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score();
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}
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textAlign(LEFT);
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text(int(time), 10, 20);
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randomAttackPattern()
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if (patern == 2) {
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suroundX += 2;
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suroundY += 2;
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let sinX = sin(suroundX);
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let cosY = cos(suroundY);
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x2 = map(sinX, -1, 1, playerPosX - 200, playerPosX + 200);
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y2 = map(cosY, -1, 1, playerPosY - 200, playerPosY + 200);
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x3 = map(-sinX, -1, 1, playerPosX - 200, playerPosX + 200);
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y3 = map(-cosY, -1, 1, playerPosY - 200, playerPosY + 200);
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x4 = map(-sinX, -1, 1, playerPosX - 100, playerPosX + 100);
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y4 = map(cosY, -1, 1, playerPosY - 100, playerPosY + 100);
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x5 = map(sinX, -1, 1, playerPosX - 100, playerPosX + 100);
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y5 = map(-cosY, -1, 1, playerPosY - 100, playerPosY + 100);
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circle(x3, y3, 50);
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circle(x4, y4, 50);
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circle(x5, y5, 50);
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} else {
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x2 = bossPosX;
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y2 = bossPosY;
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}
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bullets.forEach(myBullet => {
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//zolang mybullet bestaat blijft hij drawen en updaten
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({ hit, shot, isOffScreen } = myBullet.update(playerPosX, playerPosY));
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myBullet.draw();
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if (isOffScreen == true) {
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myBullet.hit = true;
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shot = false;
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}
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});
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//blijf de bullet tekenen zolang hit false is
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bullets = bullets.filter(bullet => !bullet.hit);
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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 spawnRandomBullet() {
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patern = random([1,2]);
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if (patern == 1) {
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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, 1000);
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shotPosY = 600;
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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 = 10;
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shotPosY = random(0, 600);
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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 = 1000;
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shotPosY = random(0, 600);
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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, 1000);
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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 == 2)) {
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bossPosX = 500;
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bossPosY = 100;
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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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} |