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draw.js
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197 lines (161 loc) · 3.88 KB
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// Declare Variables
let drain_img;
let bear_img;
let mouse_img;
let tiger;
let mouse;
let drain;
let player1;
let player2;
let player3;
let othersprite;
let playerGroup;
let endNextFrame;
let gameState;
var countFrames = 0;
//loading in all images for sprites
function preload(){
drain_img = loadImage("assets/drain.png");
bear_img = loadImage("assets/bear.png");
tiger_img = loadImage("assets/tiger.png");
mouse_img = loadImage("assets/mouse.png");
}
//creates players function and make a player group
function createPlayer(sprite){
player = createSprite()
player.addImage(sprite)
playerGroup.add(player)
return player
}
//allows players to move, assigned to arrows keys, [W.A.S.D] keys and [O,K,L,;] keys
function move(){
let speed = 0.3
let maxSpeed = 4
if (keyIsDown(LEFT_ARROW)) {
player1.addSpeed(speed, 180);
}
if (keyIsDown(RIGHT_ARROW)) {
player1.addSpeed(speed, 0);
}
if (keyIsDown(UP_ARROW)) {
player1.addSpeed(speed, 270);
}
if (keyIsDown(DOWN_ARROW)) {
player1.addSpeed(speed, 90);
}
if (keyIsDown(65)) {
player2.addSpeed(speed, 180);
}
if (keyIsDown(68)) {
player2.addSpeed(speed, 0);
}
if (keyIsDown(87)) {
player2.addSpeed(speed, 270);
}
if (keyIsDown(83)) {
player2.addSpeed(speed, 90);
}
if (keyIsDown(75)) {
player3.addSpeed(speed, 180);
}
if (keyIsDown(186)) {
player3.addSpeed(speed, 0);
}
if (keyIsDown(79)) {
player3.addSpeed(speed, 270);
}
if (keyIsDown(76)) {
player3.addSpeed(speed, 90);
}
}
//collision detection for wall boundaries
function canvasCollisionDetection(sprite){
if (sprite.position.x < 0) { //off left of window
sprite.position.x = canvas.width;
}
if (sprite.position.x > canvas.width) { //off right of window
sprite.position.x = 0;
}
if (sprite.position.y < 0) { //off top of window
sprite.position.y = canvas.height;
}
if (sprite.position.y > canvas.height) { //off bottom of window
sprite.position.y = 0;
}
}
//checks for win (win condition)
function winCondition(sprite){
if (playerGroup.length == 1) {
endNextFrame = 1
}
}
//collision against drain
function drainCollision(sprite){
sprite.remove()
winCondition()
}
function drainBigger(){
countFrames += 1
if (countFrames == 360){
console.log("BIG")
drain.scale += 0.5
countFrames = 0
}
}
//setup
function setup() {
canvas = createCanvas((window.innerWidth/1.5), (window.innerHeight/1.5 ));
playerGroup = new Group();
gameState = 1
if (gameState == 1){
alert("Press OK to start the game")
}
drain = createSprite(12,14);
drain.setCollider("circle",0,0,50,50)
drain.addImage(drain_img);
drain.scale = 0.5
drain.immovable = true;
drain.position.x = (canvas.width/2);
drain.position.y = (canvas.height/2);
player1 = createPlayer(tiger_img)
player1.scale = 0.5
player1.position.x = 800
player1.position.y = 110
player1.friction = 0.035;
player2 = createPlayer(bear_img)
player2.scale = 0.5
player2.position.x = 800
player2.position.y = 350
player2.friction = 0.035;
player3 = createPlayer(mouse_img)
player3.scale = 0.5
player3.position.x = 120
player3.position.y = 140
player3.friction = 0.02;
}
//draw
function draw() {
background(66, 66, 66);
//drainBigger()
drain.scale += millis() / 10000000;
if (endNextFrame == 1){
alert("Winner!!!!!" )
endNextFrame = 0
gameState = 2
if (gameState == 2){
window.location.reload(true)
}
}
playerGroup.bounce(playerGroup);
playerGroup.overlap(drain, drainCollision)
move()
canvasCollisionDetection(player1)
canvasCollisionDetection(player2)
canvasCollisionDetection(player3)
player1.attractionPoint(0.06,canvas.width/2,canvas.height/2)
player2.attractionPoint(0.06,canvas.width/2,canvas.height/2)
player3.attractionPoint(0.06,canvas.width/2,canvas.height/2)
if (gameState != 2){
winCondition()}
drawSprites();
}