709 lines
19 KiB
JavaScript
709 lines
19 KiB
JavaScript
//--------------------Game--------------------
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// Game variables
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const width = 1260;
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const height = 620;
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let requesteddata = [];
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// Menu variables
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let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
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let currentIndex = [0, 0, 0];
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let nameHS = '';
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let pressed = false;
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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 isDead = false;
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let bossPosX = width / 2;
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let bossPosY = 100;
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let shotSpeed = 16;
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let shotSpeedAdj;
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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 bullets = [];
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let direction;
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let framerate = 60;
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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 paternArray = [];
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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 homescreenOn = true;
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let chosen = false;
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let finalPhase = false;
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let nextWave = [];
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let iIndex = 0;
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let buttonSelectDead = 0;
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let buttonSelectHome = 0;
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let buttonSelectPause = 0;
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let entered = false;
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let submitted = false;
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let bulletAmount = 5;
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let phases = [false, false, false, false, false];
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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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getData()
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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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// bg = loadImage('background.webp');
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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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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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chosen = false;
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finalPhase = false;
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isDead = false;
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entered = false;
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buttonSelectDead = 0;
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submitted = false;
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getData()
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}
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function gameOver() {
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if (lives == 0) {
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//game over screen
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iIndex = constrain(iIndex, 0, 2);
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buttonSelectDead = constrain(buttonSelectDead, 0, 2);
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isDead = true;
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push();
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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", width / 2, height / 2 - 80);
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fill(255, 255, 255)
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textSize(18);
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textAlign(CENTER);
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text("Score: " + int(time), width / 2, height / 2 - 55);
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textSize(32);
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text(letters[currentIndex[0]], width / 2 - 30, height / 2);
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text(letters[currentIndex[1]], width / 2, height / 2);
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text(letters[currentIndex[2]], width / 2 + 30, height / 2);
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text("Restart", width / 2, height / 2 + 45);
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text("Main Menu", width / 2, height / 2 + 90);
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pop();
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}
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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) {
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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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if ((!(iIndex > 2)) || (!(iIndex < 0))) {
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if (keyCode == LEFT_ARROW) {
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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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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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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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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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submit();
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keyReleasedFlag = false;
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}
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}
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if (isDead && keyReleasedFlag && entered) {
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if (keyCode == UP_ARROW) {
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buttonSelectDead -= 1;
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keyReleasedFlag = false;
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}
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if (keyCode == DOWN_ARROW) {
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buttonSelectDead += 1;
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keyReleasedFlag = false;
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}
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if (buttonSelectDead == 0) {
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if (keyCode == RIGHT_ARROW && !submitted) {
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entered = false;
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nameHS = '';
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keyReleasedFlag = false;
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}
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if (keyCode == ENTER) {
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keyReleasedFlag = false;
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}
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}
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if (buttonSelectDead == 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 (buttonSelectDead == 2) {
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if (keyCode == ENTER) {
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homescreenOn = true;
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reset();
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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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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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async function Movementloop() {
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//get info from controller and use it to move the player
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window.addEventListener('booleanArrayUpdated', function (event) {
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let booleanArray = event.detail;
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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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keyPressed();
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gameOver();
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// draw background
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background(0, 0, 0, 100);
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if (homescreenOn == true) {
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homescreen();
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}
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if (homescreenOn == false) {
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game();
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}
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if (isDead == true) {
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if (entered == true) {
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if (buttonSelectDead == 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 - 45, height / 2 - 30, 90, 40)
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pop()
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}
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if (buttonSelectDead == 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 - 55, height / 2 + 15, 110, 40)
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pop()
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}
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if (buttonSelectDead == 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 - 80, height / 2 + 60, 160, 40)
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pop()
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}
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}
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else {
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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 - 45, height / 2 - 30, 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 - 15, height / 2 - 30, 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 + 15, height / 2 - 30, 30, 40)
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pop()
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}
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}
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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 = [1,2,3,4,5];
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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 = 5;
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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 == 2)) {
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bossPosX = width / 2;
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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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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));
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}
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}
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if (nextWave == 3) {
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for (let i = 0; i < random(8, 10); i++) {
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let shotHeight = random(0, width);
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shotPosX = 0;
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shotPosY = shotHeight;
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bullets.push(new bullet(width, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
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}
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}
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if (nextWave == 4) {
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for (let i = 0; i < random(8, 10); i++) {
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let shotHeight = random(0, width);
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shotPosX = width;
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shotPosY = shotHeight;
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bullets.push(new bullet(0, shotHeight, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
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}
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}
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} else {
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bulletAmount = 5;
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}
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}
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function homescreen() {
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textAlign(CENTER);
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button(255, 255, 255, width / 2 - 90, height / 2, 200, 40, "Start Game")
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button(255, 255, 255, width / 2 - 90, height / 2 + 50, 200, 40, "Scores")
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push()
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stroke(255, 255, 255)
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strokeWeight(5)
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fill(0, 255, 0, 0)
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rect(100, 150, 300, 400)
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|
pop()
|
|
//highscores rectangle
|
|
push()
|
|
textSize(50)
|
|
fill(255, 255, 255)
|
|
text("Highscores", 250, 200)
|
|
pop()
|
|
|
|
push()
|
|
fill(255, 255, 255)
|
|
textSize(25)
|
|
textAlign(CENTER)
|
|
// if (requesteddata.length > 0) {
|
|
// text("1. " + requesteddata[0].Naam + ": " + requesteddata[0].Score, 250, 250)
|
|
// }
|
|
for (let i = 0; i < requesteddata.length; i++) {
|
|
text(i + 1 + ". " + requesteddata[i].Naam + ": " + requesteddata[i].Score, 250, 250 + (i * 30))
|
|
}
|
|
pop()
|
|
|
|
push()
|
|
stroke(255, 255, 255)
|
|
strokeWeight(5)
|
|
fill(0, 255, 0, 0)
|
|
rect(860, 150, 300, 400)
|
|
pop()
|
|
|
|
push()
|
|
textSize(50)
|
|
fill(255, 255, 255)
|
|
text("Controls", 1000, 200)
|
|
pop()
|
|
}
|
|
|
|
|
|
|
|
function button(r, g, b, buttonX, buttonY, buttonWidth, buttonHeight, buttonText) {
|
|
push()
|
|
fill(0, 0, 50)
|
|
rect(buttonX, buttonY, buttonWidth, buttonHeight)
|
|
textSize(25)
|
|
fill(r, g, b)
|
|
text(buttonText, buttonX + 100, buttonY + 30)
|
|
textAlign(CENTER);
|
|
if (mouseX > buttonX - 90 && mouseX < width / 2 + 110 && mouseY > height / 2 && mouseY < buttonY + 40) {
|
|
if (mouseIsPressed) {
|
|
homescreenOn = false;
|
|
}
|
|
}
|
|
pop()
|
|
}
|
|
|
|
function game() {
|
|
if (!(lives == 0)) {
|
|
// draw player
|
|
phase();
|
|
push();
|
|
fill(0, 255, 255)
|
|
circle(constrain(playerPosX, 0 + radius, width - radius), constrain(playerPosY, 0 + radius, height - radius), playerSize);
|
|
pop();
|
|
movementCheck()
|
|
// draw boss
|
|
push();
|
|
fill(255, 165, 0)
|
|
circle(x2, y2, 50);
|
|
pop();
|
|
if (hasMoved == true) {
|
|
push();
|
|
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(255, 165, 0)
|
|
circle(x3, y3, 50);
|
|
circle(x4, y4, 50);
|
|
circle(x5, y5, 50);
|
|
pop();
|
|
|
|
|
|
} else {
|
|
x2 = width / 2;
|
|
y2 = 100;
|
|
}
|
|
|
|
bullets.forEach(myBullet => {
|
|
//zolang mybullet bestaat blijft hij drawen en updaten
|
|
({ hit, shot, isOffScreen, originalPos } = myBullet.update(playerPosX, playerPosY));
|
|
myBullet.draw();
|
|
|
|
if (isOffScreen == true) {
|
|
myBullet.hit = true;
|
|
shot = false;
|
|
}
|
|
});
|
|
//blijf de bullet tekenen zolang hit false is
|
|
bullets = bullets.filter(bullet => !bullet.hit);
|
|
}
|
|
|
|
}
|
|
|
|
function sendData(naam, score) {
|
|
const request = ( url, params = {}) => {
|
|
url += '?' + ( new URLSearchParams( params ) ).toString();
|
|
fetch( url );
|
|
};
|
|
const get = ( url, params ) => request( url, params);
|
|
|
|
get('https://oege.ie.hva.nl/~hossan/postData.php', { name: naam, score: score } );
|
|
|
|
}
|
|
|
|
function getData(){
|
|
// Fetch data from the database, put it in an array, and log it to the console
|
|
return fetch ('https://oege.ie.hva.nl/~hossan/getData.php') // Add return here
|
|
.then(response => response.json())
|
|
.then(data => {
|
|
requesteddata = data;
|
|
});
|
|
}
|