Files
J1B2-Game-controller/webdev/game.js
2024-01-08 20:46:56 +01:00

709 lines
19 KiB
JavaScript

//--------------------Game--------------------
// Game variables
const width = 1260;
const height = 620;
let requesteddata = [];
// Menu variables
let letters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
let currentIndex = [0, 0, 0];
let nameHS = '';
let pressed = false;
// Player variables
const playerSize = 10;
let radius = playerSize / 2;
let playerPosX = 500
let playerPosY = 300;
let playerSpeed = 4;
let booleanArray = window.booleanArray;
let lives = 1;
let isDead = false;
let bossPosX = width / 2;
let bossPosY = 100;
let shotSpeed = 16;
let shotSpeedAdj;
let projectile;
let projSize = 5;
let shot = false;
let hit = false;
let shotPosX;
let shotPosY;
let initialPlayerPosX = playerPosX;
let initialPlayerPosY = playerPosY;
let bullets = [];
let direction;
let framerate = 60;
let hasMoved = false;
let time = 0;
let shotPoint = 0;
let angle = 0;
let patern;
let paternArray = [];
let suroundX = 300;
let suroundY = 300;
let x2;
let y2;
let x3;
let y3;
let x4;
let y4;
let x5;
let y5;
let homescreenOn = true;
let chosen = false;
let finalPhase = false;
let nextWave = [];
let iIndex = 0;
let buttonSelectDead = 0;
let buttonSelectHome = 0;
let buttonSelectPause = 0;
let entered = false;
let submitted = false;
let bulletAmount = 5;
let phases = [false, false, false, false, false];
//let myBullet = new bullet();
// the function setup() is called once when the page is loaded
function setup() {
// create a canvas element and append it to the body
getData()
createCanvas(width, height);
frameRate(framerate);
angleMode(DEGREES);
// disable the outline of shapes
Movementloop()
noStroke();
// bg = loadImage('background.webp');
}
function score() {
time += 3 / framerate;
}
function reset() {
lives = 1;
time = 0;
bounceX = bossPosX;
bounceY = bossPosY;
initialPlayerPosX = playerPosX;
initialPlayerPosY = playerPosY;
hasMoved = false;
bullets = [];
shot = false;
chosen = false;
finalPhase = false;
isDead = false;
entered = false;
buttonSelectDead = 0;
submitted = false;
getData()
}
function gameOver() {
if (lives == 0) {
//game over screen
iIndex = constrain(iIndex, 0, 2);
buttonSelectDead = constrain(buttonSelectDead, 0, 2);
isDead = true;
push();
fill(255, 0, 0);
textSize(40);
textAlign(CENTER);
text("Game Over", width / 2, height / 2 - 80);
fill(255, 255, 255)
textSize(18);
textAlign(CENTER);
text("Score: " + int(time), width / 2, height / 2 - 55);
textSize(32);
text(letters[currentIndex[0]], width / 2 - 30, height / 2);
text(letters[currentIndex[1]], width / 2, height / 2);
text(letters[currentIndex[2]], width / 2 + 30, height / 2);
text("Restart", width / 2, height / 2 + 45);
text("Main Menu", width / 2, height / 2 + 90);
pop();
}
}
function movementCheck() {
//check if the player has moved
if (playerPosX != initialPlayerPosX || playerPosY != initialPlayerPosY) {
hasMoved = true;
}
}
async function keyPressed() {
if (!isDead) {
if (keyIsDown(LEFT_ARROW) && playerPosX > 0 + radius) {
playerPosX -= playerSpeed;
}
if (keyIsDown(RIGHT_ARROW) && playerPosX < width - radius) {
playerPosX += playerSpeed;
}
if (keyIsDown(UP_ARROW) && playerPosY > 0 + radius) {
playerPosY -= playerSpeed;
}
if (keyIsDown(DOWN_ARROW) && playerPosY < height - radius) {
playerPosY += playerSpeed;
}
}
if (isDead && keyReleasedFlag && !entered) {
if ((!(iIndex > 2)) || (!(iIndex < 0))) {
if (keyCode == LEFT_ARROW) {
iIndex -= 1;
keyReleasedFlag = false;
}
if (keyCode == RIGHT_ARROW) {
iIndex += 1;
keyReleasedFlag = false;
}
}
if (keyCode == UP_ARROW) {
currentIndex[iIndex] = (currentIndex[iIndex] + 1) % letters.length;
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
currentIndex[iIndex] = (currentIndex[iIndex] - 1 + letters.length) % letters.length;
keyReleasedFlag = false;
}
if (keyCode == ENTER) {
nameHS += letters[currentIndex[0]];
nameHS += letters[currentIndex[1]];
nameHS += letters[currentIndex[2]];
entered = true;
submit();
keyReleasedFlag = false;
}
}
if (isDead && keyReleasedFlag && entered) {
if (keyCode == UP_ARROW) {
buttonSelectDead -= 1;
keyReleasedFlag = false;
}
if (keyCode == DOWN_ARROW) {
buttonSelectDead += 1;
keyReleasedFlag = false;
}
if (buttonSelectDead == 0) {
if (keyCode == RIGHT_ARROW && !submitted) {
entered = false;
nameHS = '';
keyReleasedFlag = false;
}
if (keyCode == ENTER) {
keyReleasedFlag = false;
}
}
if (buttonSelectDead == 1) {
if (keyCode == ENTER) {
//reset all the variables so the game can be played again
reset();
}
}
if (buttonSelectDead == 2) {
if (keyCode == ENTER) {
homescreenOn = true;
reset();
}
}
}
}
function submit() {
if (entered == true) {
sendData(nameHS, int(time));
console.log(nameHS + ": " + int(time));
nameHS = '';
submitted = true;
}
}
function keyReleased() {
keyReleasedFlag = true; // Set the flag to true when a key is released
}
function wait(waitTime) {
return new Promise(resolve => {
setTimeout(() => {
resolve(true);
}, waitTime);
});
}
async function Movementloop() {
//get info from controller and use it to move the player
window.addEventListener('booleanArrayUpdated', function (event) {
let booleanArray = event.detail;
if (booleanArray[1]) {
playerPosX += playerSpeed;
}
if (booleanArray[3]) {
playerPosX -= playerSpeed;
}
if (booleanArray[2]) {
playerPosY += playerSpeed;
}
if (booleanArray[0]) {
playerPosY -= playerSpeed;
}
});
}
// the function draw() is called every frame
function draw() {
keyPressed();
gameOver();
// draw background
background(0, 0, 0, 100);
if (homescreenOn == true) {
homescreen();
}
if (homescreenOn == false) {
game();
}
if (isDead == true) {
if (entered == true) {
if (buttonSelectDead == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 45, height / 2 - 30, 90, 40)
pop()
}
if (buttonSelectDead == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 55, height / 2 + 15, 110, 40)
pop()
}
if (buttonSelectDead == 2) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 80, height / 2 + 60, 160, 40)
pop()
}
}
else {
if (iIndex == 0) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 45, height / 2 - 30, 30, 40)
pop()
}
if (iIndex == 1) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 - 15, height / 2 - 30, 30, 40)
pop()
}
if (iIndex == 2) {
push()
stroke(205, 205, 205)
strokeWeight(2)
fill(0, 0, 0, 0)
rect(width / 2 + 15, height / 2 - 30, 30, 40)
pop()
}
}
}
}
async function randPatern() {
patern = random(paternArray);
chosen = true;
if (patern == 1) {
await wait(3000);
chosen = false;
}
if (patern == 2) {
await wait(10000);
chosen = false;
}
if (patern == 3) {
await wait(1000);
chosen = false;
}
if (patern == 4) {
await wait(1000);
chosen = false;
}
if (patern == 5) {
if (phases[0] == true) {
nextWave = random([1, 2, 3, 4]);
}
await wait(3000);
chosen = false;
}
}
function randomAttackPattern() {
if (shot == false || hit == true) {
for (i = 0; i < bulletAmount; i++) {
spawnRandomBullet()
}
}
}
function phase() {
switch (true) {
case (time < 20):
phases[0] = true;
paternArray = [1,2,3,4,5];
shotSpeedAdj = 2;
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 1", 10, 50);
pop();
break;
case (time < 60):
shotSpeedAdj = 5;
paternArray = [5];
phases[0] = false;
phases[1] = true;
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 2", 10, 50);
pop();
break;
case (time < 90):
phases[1] = false;
phases[2] = true;
paternArray = [2];
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 3", 10, 50);
pop();
break;
case (time < 120):
phases[2] = false;
phases[3] = true;
paternArray = [3, 4];
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 4", 10, 50);
pop();
break;
case (time >= 120):
phases[3] = false;
phases[4] = false;
finalPhase = true;
paternArray = [1, 2, 3, 4, 5];
push();
fill(255, 0, 255);
textSize(10);
textAlign(LEFT);
text("phase 5", 10, 50);
pop();
break;
}
}
function spawnRandomBullet() {
if (chosen == false) {
randPatern();
}
if (patern == 1) {
let nextAttack = random([1, 2, 3, 4, 5]);
//text(nextAttack, 30, 50);
if (nextAttack == 1) {
shotPosX = bossPosX;
shotPosY = bossPosY;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 2) {
shotPosX = random(0, width);
shotPosY = height;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 3) {
shotPosX = 0;
shotPosY = random(0, height);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 4) {
shotPosX = width;
shotPosY = random(0, height);
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (nextAttack == 5) {
shotPosX = random(0, width);
shotPosY = 0;
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
}
if (patern == 2) {
let suroundChoice = random([1, 2, 3, 4]);
if (suroundChoice == 1) {
shotPosX = x2;
shotPosY = y2;
} if (suroundChoice == 2) {
shotPosX = x3;
shotPosY = y3;
} if (suroundChoice == 3) {
shotPosX = x4;
shotPosY = y4;
} if (suroundChoice == 4) {
shotPosX = x5;
shotPosY = y5;
}
bullets.push(new bullet(playerPosX, playerPosY, radius, shotSpeed, shotPosX, shotPosY, hasMoved, 0));
}
if (!(patern == 2)) {
bossPosX = width / 2;
bossPosY = 100;
}
if (patern == 3) {
shotPosX = bossPosX;
shotPosY = bossPosY;
angle = 0;
// changing the angle of the bullets
for (let i = 0; i < 86; i++) {
setTimeout(function () {
bullets.push(new bullet(0, 100, radius, shotSpeed / 4, shotPosX, shotPosY, hasMoved, angle));
angle -= 360 / 1;
}, i * 100);
}
angle = 0;
}
if (patern == 4) {
shotPosX = bossPosX;
shotPosY = bossPosY;
angle = 0;
// changing the angle of the bullets
for (let i = 0; i < 86; i++) {
bullets.push(new bullet(0, 100, radius, shotSpeed / 4, shotPosX, shotPosY, hasMoved, angle));
angle -= 360 / 3;
}
angle = 0;
}
if (patern == 5) {
if (phases[0] == false) {
nextWave = random([1, 2, 3, 4]);
bulletAmount = 10;
}
if (nextWave == 1) {
for (let i = 0; i < random(8, 15); i++) {
let shotWidth = random(0, width);
shotPosX = shotWidth;
shotPosY = height;
bullets.push(new bullet(shotWidth, 0, radius, shotSpeed / shotSpeedAdj, shotPosX, shotPosY, hasMoved, angle));
}
}
if (nextWave == 2) {
for (let i = 0; i < random(8, 10); i++) {
let shotWidth = random(0, width);
shotPosX = shotWidth;
shotPosY = 0;
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 homescreen() {
textAlign(CENTER);
button(255, 255, 255, width / 2 - 90, height / 2, 200, 40, "Start Game")
button(255, 255, 255, width / 2 - 90, height / 2 + 50, 200, 40, "Scores")
push()
stroke(255, 255, 255)
strokeWeight(5)
fill(0, 255, 0, 0)
rect(100, 150, 300, 400)
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;
});
}