Files
J1B2-Game-controller/web/js/basicbullet.js
2024-01-19 10:16:37 +01:00

66 lines
2.8 KiB
JavaScript

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;
// 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, hasMoved, radius) {
// 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;
let travelled = false;
// check if the projectile has hit the player
if (dist(this.projectile.x, this.projectile.y, this.targetx, this.targety) <= this.radius + radius) {
hit = true;
shot = false;
// if the projectile has hit the player and the player has lives left, remove a life
if (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 };
}
}