Last active
December 13, 2023 17:01
-
-
Save nickgs/dced0ad7ed4f39dac110231a935375d2 to your computer and use it in GitHub Desktop.
ShipShooter.js WIP
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
var xpos = 200 | |
var ypos = 200 | |
var speed = 10 | |
var ship | |
var enemies = [] // Our array of enemies. This will store ALL the enemies. | |
function setup() { | |
createCanvas(windowWidth, windowHeight); | |
background("black"); | |
// Lets build a ship. | |
ship = new Ship() | |
} | |
function draw() { | |
background("black") | |
// Using dot notation to access the update and draw method. | |
ship.update() | |
ship.draw() | |
if(frameCount % 100 == 0) { | |
// console.log("Spawning new enemy") | |
enemies.push(new Enemy()) | |
} | |
// Here we need to use the enemies but updating their position and drawing them. | |
for(var i = 0; i < enemies.length; i++) { | |
enemies[i].update() | |
enemies[i].draw() | |
// We loop over all lasers. | |
for(var j = 0; j < ship.lasers.length; j++) { | |
// Detect if we hit the enemy. | |
if(ship.lasers[j].ypos <= enemies[i].ypos) { | |
console.log("WE HIT AN ENEMY") | |
enemies[i].alive = false | |
} | |
} | |
} | |
if(keyIsDown(32)) { | |
ship.fire() | |
} | |
// Collision detection. | |
checkCollisions() | |
} | |
function checkCollisions() { | |
if(ship.lasers.length == 0) { | |
return | |
} | |
} | |
// Define our blueprint for a ship. | |
class Ship { | |
constructor() { | |
// Define properties in the constructor | |
this.xpos = 100; | |
this.ypos = 100; | |
// Bolts on a laser array. | |
this.lasers = [] | |
} | |
draw() { | |
// console.log("We are drawing our ship") | |
fill("white"); | |
noStroke(); | |
triangle(this.xpos, this.ypos, this.xpos+28, this.ypos-45, this.xpos+56, this.ypos); | |
// We need to loop over every laser and update and draw them. | |
for(var i = 0; i < this.lasers.length; i++) { | |
this.lasers[i].update() | |
this.lasers[i].draw() | |
} | |
} | |
update() { | |
// console.log("Moving our ship") | |
console.log(keyCode) | |
// We need to detect if the keyCode == 68 | |
if(keyIsDown(68)) { | |
// console.log("YOU HIT THE D KEY") | |
// Move code code would go here. | |
this.xpos = this.xpos + speed | |
} | |
if(keyIsDown(87)) { | |
//console.log("YOU HIT THE W KEY") | |
// Move code code would go here. | |
this.ypos = this.ypos - speed; | |
} | |
if(keyIsDown(65)) { | |
// console.log("YOU HIT THE A KEY") | |
// Move code code would go here. | |
this.xpos = this.xpos - speed; | |
} | |
if(keyIsDown(83)) { | |
// console.log("YOU HIT THE S KEY") | |
// Move code code would go here. | |
this.ypos = this.ypos + speed; | |
} | |
} | |
fire() { | |
console.log(this.lasers) | |
this.lasers.push(new Laser(this.xpos, this.ypos)) | |
} | |
} | |
class Enemy { | |
constructor() { | |
this.xpos = random(windowWidth) | |
this.ypos = random(-100) | |
this.alive = true | |
} | |
draw() { | |
// console.log("Drawing an enemy") | |
if(this.alive) { | |
fill("blue"); | |
noStroke(); | |
rect(this.xpos, this.ypos, 100, 100) | |
} | |
} | |
update() { | |
// console.log("Updating an enemy") | |
this.ypos = this.ypos + 1; | |
} | |
} | |
class Laser { | |
constructor(x, y) { | |
this.xpos = x; | |
this.ypos = y; | |
} | |
update() { | |
this.ypos -= 5 | |
} | |
draw() { | |
stroke("green") | |
strokeWeight(5) | |
line(this.xpos + 28, this.ypos - 50, this.xpos + 28, this.ypos - 50) | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment