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sketch.js
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let bgCnv;
let playerCnv;
let uiCnv;
let enemiesCnv;
let player;
let enemies = [];
let bullets = [];
let gm;
let resetBtn;
let fpsBtn;
let startingShip = 'base';
let setFps = 60;
let hq = true;
// debug buttons
let dbgKill;
let dbgGod;
let dbgShip;
let dbgHUp;
let dbgHDown;
function setup() {
removeElements();
if (bgCnv) {
bgCnv.remove(0);
}
bgCnv = createCanvas(800, 600);
playerCnv = createGraphics(800, 600);
uiCnv = createGraphics(800, 600);
enemiesCnv = createGraphics(800, 600);
bgCnv.attribute('id', 'game');
bgCnv.attribute('style', 'cursor: crosshair');
frameRate(setFps);
gm = new GameManager();
fpsBtn = createCheckbox('High Quality', true);
resetBtn = createButton('Reset');
dbgShip = createSelect();
dbgHDown = createButton('-10');
dbgKill = createButton('kill');
dbgGod = createButton('God');
dbgHUp = createButton('+10');
dbgShip.option('base');
dbgShip.option('cruiser');
dbgShip.option('default');
dbgShip.changed(function () {
player = new Player(player.pos.x, player.pos.y, dbgShip.value());
});
resetBtn.mousePressed(setup);
dbgGod.mousePressed(toggleGod);
fpsBtn.changed(toggleQuality);
dbgKill.mousePressed(function () {
player.health = 0;
});
dbgHUp.mousePressed(function () {
player.health += 10
});
dbgHDown.mousePressed(function () {
player.health -= 10
});
bullets = [];
enemies = [];
player = new Player(width / 2, height / 2);
gm.addDoms();
}
function input() {
if (keyIsDown(32)) {
if (frameCount % player.fireRate == 0) {
let bullet = new Bullet(player.pos, player.heading + player.rotation);
bullets.push(bullet);
}
}
if (keyIsDown(UP_ARROW)) {
player.applyForce(player.heading);
}
if (keyIsDown(LEFT_ARROW)) {
player.setRotation(-player.turnSpeed);
}
if (keyIsDown(RIGHT_ARROW)) {
player.setRotation(player.turnSpeed);
}
if (keyIsDown(DOWN_ARROW)) {
player.applyForce(-player.vel.mult(0.98));
}
if (!keyIsDown(RIGHT_ARROW) && !keyIsDown(LEFT_ARROW) ||
keyIsDown(RIGHT_ARROW) && keyIsDown(LEFT_ARROW)) {
player.setRotation(0);
}
}
function draw() {
bgCnv.background(30);
playerCnv.background(30, 50);
enemiesCnv.clear();
if (!player.god) { playerCnv.clear(); }
uiCnv.clear();
input();
if (!gm.paused) {
// TODO: Pool all bullets at start, reuse bullets
// or just make ammo a thing
for (let i = bullets.length - 1; i > 0; i--) {
if (bullets.length < 200) {
bullets[i].render();
} else if (bullets.length >= 200) {
bullets.splice(i, 1);
}
}
for (let e of enemies) {
e.render();
}
player.render();
gm.render();
image(bgCnv, 0, 0);
image(enemiesCnv, 0, 0);
image(playerCnv, 0, 0);
image(uiCnv, 0, 0);
}
}
function pause() {
gm.paused = !gm.paused;
if (gm.paused) {
bgCnv.attribute('style', 'cursor: default');
} else {
bgCnv.attribute('style', 'cursor: crosshair');
}
}
function toggleQuality() {
hq = !hq;
if (hq) {
setFps = 60;
} else {
setFps = 30;
}
frameRate(setFps);
}
function toggleGod() {
player.god = !player.god;
if (player.god) {
dbgKill.attribute('disabled', true);
} else {
dbgKill.removeAttribute('disabled');
}
}
function keyTyped() {
switch (key) {
case 'p':
pause();
break;
case 'r':
setup();
break;
case 'b':
if (!player.bombFired) {
player.bombFired = true;
}
break;
default:
break;
}
}