Really cool game
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91
ship.js
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91
ship.js
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class Ship {
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constructor() {
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this.pos = createVector(width / 2, height / 2);
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this.r = 20;
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this.heading = 0;
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this.rotation = 0;
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this.vel = createVector(0, 0);
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this.isBoosting = false;
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this.shieldActive = false;
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this.shieldEndTime = 0;
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this.quadShotActive = false;
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this.quadShotEndTime = 0;
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}
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update() {
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if (this.isBoosting) {
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this.boost();
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}
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this.pos.add(this.vel);
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this.vel.mult(0.99); // Friction
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this.heading += this.rotation;
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if (this.shieldActive && millis() > this.shieldEndTime) {
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this.shieldActive = false;
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}
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if (this.quadShotActive && millis() > this.quadShotEndTime) {
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this.quadShotActive = false;
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}
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}
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boost() {
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let force = p5.Vector.fromAngle(this.heading);
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force.mult(0.1);
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this.vel.add(force);
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}
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hits(obj) {
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let d = dist(this.pos.x, this.pos.y, obj.pos.x, obj.pos.y);
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return d < this.r + obj.r;
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}
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edges() {
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if (this.pos.x > width + this.r) this.pos.x = -this.r;
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else if (this.pos.x < -this.r) this.pos.x = width + this.r;
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if (this.pos.y > height + this.r) this.pos.y = -this.r;
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else if (this.pos.y < -this.r) this.pos.y = height + this.r;
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}
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setRotation(a) {
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this.rotation = a;
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}
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boosting(b) {
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this.isBoosting = b;
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}
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activateShield() {
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this.shieldActive = true;
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this.shieldEndTime = millis() + 10000; // 10 seconds
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}
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activateQuadShot() {
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this.quadShotActive = true;
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this.quadShotEndTime = millis() + 10000; // 10 seconds
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}
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show() {
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push();
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translate(this.pos.x, this.pos.y);
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rotate(this.heading + PI / 2);
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if (this.shieldActive) {
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// Pulsing shield effect in last 2 seconds
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let timeLeft = (this.shieldEndTime - millis()) / 1000;
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let scaleFactor = this.shieldActive && timeLeft < 2 ? 1 + 0.1 * sin(millis() / 100) : 1;
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scale(scaleFactor);
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noFill();
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stroke(0, 255, 255); // Cyan shield
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ellipse(0, 0, this.r * 2.5);
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}
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// Ship fill: green if quad-shot active, else black
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if (this.quadShotActive) {
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let timeLeft = (this.quadShotEndTime - millis()) / 1000;
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let alpha = this.quadShotActive && timeLeft < 2 ? map(sin(millis() / 100), -1, 1, 100, 255) : 255;
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fill(0, 255, 0, alpha);
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} else {
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fill(0);
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}
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stroke(255);
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triangle(-this.r, this.r, this.r, this.r, 0, -this.r);
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pop();
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}
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}
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