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player2Custom.php
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player2Custom.php
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<!DOCTYPE html>
<meta charset="UTF-8">
<?php
require_once './setCustom2.php';
require_once './mySQLMagic.php';
?>
<html>
<head>
<link rel = "stylesheet" type = "text/css" href = "style.css">
<script src="shotTypes.js"></script>
<script src="jquery-1.11.1.js"></script>
<script>
function preloader(){
//http://www.techrepublic.com/article/preloading-and-the-javascript-image-object/#.
//The preloader is necessary so that the large .png files are already in the cache for use
//create object
imageObject = new Image();
images = new Array();
images[0]= "./gameImages/Character/Legs/legs1.png";
images[1]= "./gameImages/Character/Legs/legs2.png";
images[2]= "./gameImages/Character/Head/head1.png";
images[3]= "./gameImages/Character/Head/head2.png";
images[4]= "./gameImages/Character/Head/head1Hair.png";
images[5]= "./gameImages/Character/Head/head2Hair.png";
images[6]= "./gameImages/Character/Face/face1.png";
images[7]= "./gameImages/Character/Face/face2.png";
images[8]= "./gameImages/Character/Body/body1.png";
images[9]= "./gameImages/Character/Body/body2.png";
images[10]="./gameImages/Character/Legs/legs3.png";
images[11]="./gameImages/Character/Body/body3.png";
images[12]="./gameImages/Character/Head/head3.png";
images[13]="./gameImages/Character/Face/face3.png";
images[14]="./gameImages/Character/inGame/back/body1.png";
images[15]="./gameImages/Character/inGame/back/body2.png";
images[16]="./gameImages/Character/inGame/back/body3.png";
images[17]="./gameImages/Character/inGame/back/hair1.png";
images[18]="./gameImages/Character/inGame/back/hair2.png";
images[19]="./gameImages/Character/inGame/back/hair3.png";
images[20]="./gameImages/Character/inGame/back/legs1.png";
images[21]="./gameImages/Character/inGame/back/legs2.png";
images[22]="./gameImages/Character/inGame/back/legs3.png";
//begin the preloading
for(var i = 0; i<images.size; i++){
imageObject.src = images[i];
}
}
</script>
<title>Customize</title>
</head>
<body id = "P2BG">
<canvas id = "shotCanvas" width = "300" height = "300"
style = "border: 5px solid "black";>
<img id="shotBall1" src = "./gameImages/ShotBall1.png">
<img id="railBeam" src = "./gameImages/RailBeam.png">
<img id="ovalShot" src = "./gameImages/OvalShot.png">
<img id="ovalShot2" src = "./gameImages/OvalShot2.png">
<img id="sword1" src = "./gameImages/Sword1.png">
</canvas>
<canvas id = "charCanvas" width = "400" height = "500"
style = "border: 5px solid "black";>
<img id="head1" src = "./gameImages/Character/Head/head1.png">
<img id="head2" src = "./gameImages/Character/Head/head2.png">
<img id="head3" src = "./gameImages/Character/Head/head3.png">
<img id="hair1Back" src = "./gameImages/Character/Head/head1Hair.png">
<img id="hair2Back" src = "./gameImages/Character/Head/head2Hair.png">
<img id="hair3Back" src = "./gameImages/Character/Head/head3Hair.png">
<img id="face1" src = "./gameImages/Character/Face/face1.png">
<img id="face2" src = "./gameImages/Character/Face/face2.png">
<img id="face3" src = "./gameImages/Character/Face/face3.png">
<img id="body1" src = "./gameImages/Character/Body/body1.png">
<img id="body2" src = "./gameImages/Character/Body/body2.png">
<img id="body3" src = "./gameImages/Character/Body/body3.png">
<img id="legs1" src = "./gameImages/Character/Legs/legs1.png">
<img id="legs2" src = "./gameImages/Character/Legs/legs2.png">
<img id="legs3" src = "./gameImages/Character/Legs/legs3.png">
<img id="gameHead1" src = "./gameImages/Character/inGame/back/hair1.png">
<img id="gameHead2" src = "./gameImages/Character/inGame/back/hair2.png">
<img id="gameHead3" src = "./gameImages/Character/inGame/back/hair3.png">
<img id="gameBody1" src = "./gameImages/Character/inGame/back/body1.png">
<img id="gameBody2" src = "./gameImages/Character/inGame/back/body2.png">
<img id="gameBody3" src = "./gameImages/Character/inGame/back/body3.png">
<img id="gameLegs1" src = "./gameImages/Character/inGame/back/legs1.png">
<img id="gameLegs2" src = "./gameImages/Character/inGame/back/legs2.png">
<img id="gameLegs3" src = "./gameImages/Character/inGame/back/legs3.png">
</canvas>
<div id = "buttons">
<div id = "buttonBox">
<input type = "button" class = "sidebar" id = "playSplit" value = "Play splitscreen"/><br/>
<input type = "button" class = "sidebar" id = "findMatch" value = "Find an online match"/><br/>
<input type = "button" class = "sidebar" id = "playerCustomize1" value = "Player 1 Customize"/><br/>
<input type = "button" class = "sidebar" id = "gameConfig" value = "Game Configuration"/><br/>
<input type = "button" class = "sidebar" id = "logOut" value = "Log Out"/><br/>
TOOLBAR
</div>
</div>
<script>
//Gives priority to the toolbar in terms of object display
document.getElementById("buttons").style.zIndex = "100";
document.getElementById("playSplit").onclick =
function(){
window.location = "./splitScreen.php"
}
/* Postponed
document.getElementById("findMatch").onclick =
function(){
window.location = "./onlineMult.php"
}
/* Scrapped
document.getElementById("chat").onclick =
function(){
window.location = "./chat.php"
}
document.getElementById("buy").onclick =
function(){
window.location = "./shop.php"
}
*/
document.getElementById("playerCustomize1").onclick =
function(){
window.location = "./custom.php"
}
document.getElementById("gameConfig").onclick =
function(){
window.location = "./gameConfig.php"
}
document.getElementById("logOut").onclick =
function(){
window.location = "./logout.php"
}
</script>
<span id = "hint">Slot 1: Highest rate of fire/Lowest projectile speed<br/>
Slot 2: Medium rate of fire/Medium projectile speed<br/>
Slot 3: Low rate of fire/Highest projectile speed</span>
<div id = "shotSelectRight">
<input type = "button" class = "arrow" id = "shot1R" value = ">"/><br/>
<input type = "button" class = "arrow" id = "shot2R" value = ">"/><br/>
<input type = "button" class = "arrow" id = "shot3R" value = ">"/><br/>
</div>
<div id = "shotSelectLeft">
<input type = "button" class = "arrow" id = "shot1L" value = "<"/><br/>
<input type = "button" class = "arrow" id = "shot2L" value = "<"/><br/>
<input type = "button" class = "arrow" id = "shot3L" value = "<"/><br/>
</div>
<div id = "charOptionsRight">
<input type = "button" class = "arrow" id = "char1R" value = ">"/><br/><br/><br/><br/><br/>
<input type = "button" class = "arrow" id = "char2R" value = ">"/><br/><br/><br/><br/><br/>
<input type = "button" class = "arrow" id = "char3R" value = ">"/><br/><br/><br/><br/><br/>
<input type = "button" class = "arrow" id = "char4R" value = ">"/><br/>
</div>
<div id = "charOptionsLeft">
<input type = "button" class = "arrow" id = "char1L" value = "<"/><br/><br/><br/><br/><br/>
<input type = "button" class = "arrow" id = "char2L" value = "<"/><br/><br/><br/><br/><br/>
<input type = "button" class = "arrow" id = "char3L" value = "<"/><br/><br/><br/><br/><br/>
<input type = "button" class = "arrow" id = "char4L" value = "<"/><br/>
</div>
<div id = "shotTypeBoxes">
<input id = "shotType1" type = "text" size = "25"/><br/>
<input id = "shotType2" type = "text" size = "25"/><br/>
<input id = "shotType3" type = "text" size = "25"/>
</div>
<form name = "settingsForm" method = "post" action = "player2Custom.php">
<input type = "hidden" name = "formShot1" id = "formShot1" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formShot2" id = "formShot2" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formShot3" id = "formShot3" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formCharHead" id = "formCharHead" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formCharFace" id = "formCharFace" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formCharBody" id = "formCharBody" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formCharLegs" id = "formCharLegs" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formFire1P2" id = "formFire1P2" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formFire2P2" id = "formFire2P2" value = 1 readonly = "true"></input>
<input type = "hidden" name = "formFire3P2" id = "formFire3P2" value = 1 readonly = "true"></input>
<input type = "submit" id = "commit" value = "Save Settings">
</form>
<!--SCRAPPED I can't see a point to it.
<div id="levelDisplay">
<script>
document.getElementById("levelDisplay").innerHTML = 'Level: ' + level + "<br>" + 'Exp: ' + exp;
</script>
</div>
-->
<script>
var totalShotTypes = 7;
var shotBox1 = document.getElementById("shotType1");
var shotBox2 = document.getElementById("shotType2");
var shotBox3 = document.getElementById("shotType3");
//firerate variable. (milliseconds/shot) @500, 1 shot every .5 seconds (SMALL = FAST)
var fireRate;
var fireRate2;
var fireRate3;
window.onload = function(){
checkShotType1(p2Shot1);
checkShotType2(p2Shot2);
checkShotType3(p2Shot3);
resetFireRate();
drawChar();
}
function updateFormShotValues(){
//Use jquery to update hidden form values.
$("#formShot1").val(p2Shot1);
$("#formShot2").val(p2Shot2);
$("#formShot3").val(p2Shot3);
//Update fire rates
$("#formFire1P2").val(fireRate);
$("#formFire2P2").val(fireRate2);
$("#formFire3P2").val(fireRate3);
}
//Timer in milliseconds
var fireTime1 = setInterval( function() { shoot = true; }, fireRate);
var fireTime2 = setInterval( function() { shoot2 = true; }, fireRate2);
var fireTime3 = setInterval( function() { shoot3 = true; }, fireRate3);
function resetFireRate(){
clearInterval(fireTime1);
clearInterval(fireTime2);
clearInterval(fireTime3);
fireTime1 = setInterval( function() { shoot = true; }, fireRate);
fireTime2 = setInterval( function() { shoot2 = true; }, fireRate2);
fireTime3 = setInterval( function() { shoot3 = true; }, fireRate3);
}
document.getElementById("shot1R").onclick =
function(){
if(p2Shot1<totalShotTypes)
p2Shot1++;
else
p2Shot1 = 1;
checkShotType1(p2Shot1);
resetFireRate();
}
document.getElementById("shot2R").onclick =
function(){
if(p2Shot2<totalShotTypes)
p2Shot2++;
else
p2Shot2 = 1;
checkShotType2(p2Shot2);
resetFireRate();
}
document.getElementById("shot3R").onclick =
function(){
if(p2Shot3<totalShotTypes)
p2Shot3++;
else
p2Shot3 = 1;
checkShotType3(p2Shot3);
resetFireRate();
}
document.getElementById("shot1L").onclick =
function(){
if(p2Shot1>1)
p2Shot1--;
else
p2Shot1 = totalShotTypes;
checkShotType1(p2Shot1);
resetFireRate();
}
document.getElementById("shot2L").onclick =
function(){
if(p2Shot2>1)
p2Shot2--;
else
p2Shot2 = totalShotTypes;
checkShotType2(p2Shot2);
resetFireRate();
}
document.getElementById("shot3L").onclick =
function(){
if(p2Shot3>1)
p2Shot3--;
else
p2Shot3 = totalShotTypes;
checkShotType3(p2Shot3);
resetFireRate();
}
//firerate is slowest (high numbers for milliseconds between shots)
function checkShotType1(p2Shot1){
if(p2Shot1 === 1){
shotBox1.value = "Bullets";
fireRate = 250;
}
if(p2Shot1 === 2){
shotBox1.value = "Spray";
fireRate = 25;
}
if(p2Shot1 === 3){
shotBox1.value = "AoE snowy";
fireRate = 5;
}
if(p2Shot1 === 4){
shotBox1.value = "Railgun";
fireRate = 3000;
}
if(p2Shot1 === 5){
shotBox1.value = "Homing shots";
fireRate = 2000;
}
if(p2Shot1 === 6){
shotBox1.value = "GridLock";
fireRate = 4000;
}
if(p2Shot1 === 7){
shotBox1.value = "Infinite Swords";
fireRate = 80;
}
updateFormShotValues();
}
function checkShotType2(p2Shot2){
if(p2Shot2 === 1){
shotBox2.value = "Bullets";
fireRate2 = 200;
}
if(p2Shot2 === 2){
shotBox2.value = "Spray";
fireRate2 = 50;
}
if(p2Shot2 === 3){
shotBox2.value = "AoE snowy";
fireRate2 = 10;
}
if(p2Shot2 === 4){
shotBox2.value = "Railgun";
fireRate2 = 3500;
}
if(p2Shot2 === 5){
shotBox2.value = "Homing shots";
fireRate2 = 1500;
}
if(p2Shot2 === 6){
shotBox2.value = "GridLock";
fireRate2 = 3500;
}
if(p2Shot2 === 7){
shotBox2.value = "Infinite Swords";
fireRate2 = 50;
}
updateFormShotValues();
}
//fire rate is highest (low numbers)
function checkShotType3(p2Shot3){
if(p2Shot3 === 1){
shotBox3.value = "Bullets";
fireRate3 = 150;
}
if(p2Shot3 === 2){
shotBox3.value = "Spray";
fireRate3 = 75;
}
if(p2Shot3 === 3){
shotBox3.value = "AoE snowy";
fireRate3 = 15;
}
if(p2Shot3 === 4){
shotBox3.value = "Railgun";
fireRate3 = 4000;
}
if(p2Shot3 === 5){
shotBox3.value = "Homing shots";
fireRate3 = 1000;
}
if(p2Shot3 === 6){
shotBox3.value = "GridLock";
fireRate3 = 3000;
}
if(p2Shot3 === 7){
shotBox3.value = "Infinite Swords";
fireRate3 = 20;
}
updateFormShotValues();
}
</script>
<script>
//=================================================================
//The number of the relevant image.
var hairBackDraw;
var legsDraw;
var bodyDraw;
var headDraw;
var faceDraw;
//Used to actually draw the image for the game canvas.
var currHead = document.getElementById("gameHead1");
var currLegs = document.getElementById("gameBody1");
var currBody = document.getElementById("gameLegs1");
//Total numbers of each part that exists.
var totalLegs = 3;
var totalBody = 3;
var totalHeads = 3;
var totalFaces = 3;
document.getElementById("char1R").onclick =
function ()
{
if(p2Head<totalHeads)
p2Head++;
else
p2Head = 1;
checkParts();
drawChar();
}
document.getElementById("char2R").onclick =
function ()
{
if(p2Face<totalFaces)
p2Face++;
else
p2Face = 1;
checkParts();
drawChar();
}
document.getElementById("char3R").onclick =
function ()
{
if(p2Body<totalBody)
p2Body++;
else
p2Body = 1;
checkParts();
drawChar();
}
document.getElementById("char4R").onclick =
function ()
{
if(p2Legs<totalLegs)
p2Legs++;
else
p2Legs = 1;
checkParts();
drawChar();
}
document.getElementById("char1L").onclick =
function ()
{
if(p2Head>1)
p2Head--;
else
p2Head = totalHeads;
checkParts();
drawChar();
}
document.getElementById("char2L").onclick =
function ()
{
if(p2Face>1)
p2Face--;
else
p2Face = totalFaces;
checkParts();
drawChar();
}
document.getElementById("char3L").onclick =
function ()
{
if(p2Body>1)
p2Body--;
else
p2Body = totalBody;
checkParts();
drawChar();
}
document.getElementById("char4L").onclick =
function ()
{
if(p2Legs>1)
p2Legs--;
else
p2Legs = totalLegs;
checkParts();
drawChar();
}
function checkParts(){
//This is more efficient and I probably should have done this for other things too.
//heads
for(var i = 1; i <= totalHeads; i++){
if(p2Head === i){
headDraw = document.getElementById('head' + i);
currHead = document.getElementById('gameHead' + i);
hairBackDraw = document.getElementById('hair' + i + 'Back');
}
}
//faces
for(var i = 1; i <= totalFaces; i++){
if(p2Face === i)
faceDraw = document.getElementById('face' + i);
}
//bodies
for(var i = 1; i <= totalBody; i++){
if(p2Body === i){
bodyDraw = document.getElementById('body' + i);
currBody = document.getElementById('gameBody' + i);
}
}
//legs
for(var i = 1; i <= totalLegs; i++){
if(p2Legs === i){
legsDraw = document.getElementById('legs' + i);
currLegs = document.getElementById('gameLegs' + i);
}
}
updateFormCharValues();
}
</script>
<script>
//Global bullet array
var playerBullets = [];
//Shot limiter
var shoot = false;
var shoot2 = false;
var shoot3 = false;
//============================================================================================================================
//Gets the 2d context for the canvas (not 3d) attaches canvas to body.
var canvas = document.getElementById("shotCanvas");
var context = canvas.getContext("2d");
var canvas2 = document.getElementById("charCanvas");
var context2 = canvas2.getContext("2d");
//============================================================================================================================
/* Construct a player object declaring it literally. This is nice and flexible because we use the "this." notation
ie: the draw function can adapt to changes. */
var player = {
color: "yellow",
//Default x: 150, y:280
x: 150,
y: 280,
width: 1,
height: 1,
//This draw function constantly redraws the player rectangle based on the Player object's values.
draw: function() {
context.drawImage(currBody, this.x-15, this.y-25);
context.drawImage(currLegs, this.x-15, this.y-25);
context.drawImage(currHead, this.x-15, this.y-25);
context.fillStyle = this.color;
context.fillRect(this.x, this.y, this.width, this.height);
}
};
var player2 = {
color: "yellow",
//Default x: 150, y:20
x: 150,
y: 20,
width: 1,
height: 1,
//This draw function constantly redraws the player rectangle based on the Player object's values.
draw: function() {
context.fillStyle = this.color;
context.fillRect(this.x, this.y, this.width, this.height);
}
};
//============================================================================================================================
//USE THIS UPDATED ANIMATION METHOD IN THE SPLITSCREEN AND MULTIPLAYER. It is slightly more efficient.
//This method fixes the bug where shots piled up.
window.requestAnimFrame = (function() {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
(function animate(){
requestAnimFrame(animate);
update();
draw();
})();
//draw order matters
function draw() {
context.clearRect(0,0, canvas.width, canvas.height);
playerBullets.forEach(function(bullet){bullet.draw();});
player.draw();
player2.draw();
}
function drawChar(){
checkParts();
preloader();
//This context.clear needs to be the exact size of the whole canvas.
//canvas.height and canvas.width don't work properly.
context2.clearRect(0,0,400,500);
context2.drawImage(hairBackDraw,0,0);
context2.drawImage(legsDraw,0,0);
context2.drawImage(bodyDraw,0,0);
context2.drawImage(headDraw,0,0);
context2.drawImage(faceDraw,0,0);
}
function updateFormCharValues(){
//Use jquery to update hidden form values.
//THANK YOU BASED JQUERY
$("#formCharHead").val(p2Head);
$("#formCharFace").val(p2Face);
$("#formCharBody").val(p2Body);
$("#formCharLegs").val(p2Legs);
}
//============================================================================================================================
//Get the middle of the player.
player.midpoint = function(){
return{
x: this.x,
y: this.y
};
}
//============================================================================================================================
//Sprites for game
shotBall1 = document.getElementById("shotBall1");
railBeam = document.getElementById("railBeam");
sword1 = document.getElementById("sword1");
//============================================================================================================================
//Push an instance of a bullet into an array and have it come from the center of the player
player.shoot = function(){
var bulletPosition = this.midpoint();
//Each player can choose up to 3 bullet types to mix at max level
//3 HAS to be the HARDCAP. Any more than that and the game *probably* becomes impossible
if(shoot===true){
//TODO A bunch of these feel imbalanced or "not fun" so I'll probably replace the arcs and orbs later.
if(p2Shot1 === 1){
playerBullets.push(Bullet({speed:5, x: bulletPosition.x, y: bulletPosition.y, P1: true, menu: true}));
shoot=false;
}
if(p2Shot1 === 2){
playerBullets.push(BulletCone({speed:1, x: bulletPosition.x, y: bulletPosition.y, P1: true, menu: true}));
shoot=false;
}
if(p2Shot1 === 3){
playerBullets.push(BulletSnow({speed:1, x: bulletPosition.x, y: bulletPosition.y, P1: true, menu: true}));
shoot=false;
}
if(p2Shot1 === 4){
playerBullets.push(BulletRail({speed:0, x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true}));
shoot=false;
}
if(p2Shot1 === 5){
for(var i = 1; i<=6; i++){
playerBullets.push(BulletHoming({x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true, shotNum: i}));
}
shoot=false;
}
if(p2Shot1 === 6){
var randomX = Math.random()*canvas.width;
var randomY = Math.random()*canvas.height;
//i should be equal to half of the projectile radius
for(var i = 4; i < canvas.width; i+=15){
playerBullets.push(BulletGridlock({x: 0, y: randomY, shotNum: i, menu: true, P1: true}));
}
for(var j = 4; j < canvas.height; j+=15){
//y = canvas.height for player 1. Player 2 will see y = 0.
playerBullets.push(BulletGridlock2({x: randomX, y: canvas.height - 4, shotNum2: j, menu: true, P1: true}));
}
shoot=false;
}
if(p2Shot1 === 7){
playerBullets.push(BulletMissiles({speed: 3, x:bulletPosition.x, y:canvas.height, P1: true, menu: true}));
shoot=false;
}
}
if(shoot2===true){
if(p2Shot2 === 1){
playerBullets.push(Bullet({speed:7.5, x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true}));
shoot2=false;
}
if(p2Shot2 === 2){
playerBullets.push(BulletCone({speed:2, x: bulletPosition.x, y: bulletPosition.y, P1: true, menu: true}));
shoot2=false;
}
if(p2Shot2 === 3){
playerBullets.push(BulletSnow({speed:1.5, x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true}));
shoot2=false;
}
if(p2Shot2 === 4){
playerBullets.push(BulletRail({speed:0, x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true}));
shoot2=false;
}
if(p2Shot2 === 5){
for(var i = 1; i<=6; i++){
playerBullets.push(BulletHoming({x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true, shotNum: i}));
}
shoot2=false;
}
if(p2Shot2 === 6){
var randomX = Math.random()*canvas.width;
var randomY = Math.random()*canvas.height;
//i should be equal to half of the projectile radius
for(var i = 4; i < canvas.width; i+=15){
playerBullets.push(BulletGridlock({x: 0, y: randomY, shotNum: i, menu: true, P1: true}));
}
for(var j = 4; j < canvas.height; j+=15){
//y = canvas.height for player 1. Player 2 will see y = 0.
playerBullets.push(BulletGridlock2({x: randomX, y: canvas.height - 4, shotNum2: j, menu: true, P1: true}));
}
shoot2=false;
}
if(p2Shot2 === 7){
playerBullets.push(BulletMissiles({speed: 4, x:bulletPosition.x, y:canvas.height, P1: true, menu: true}));
shoot2=false;
}
}
if(shoot3===true){
if(p2Shot3 === 1){
playerBullets.push(Bullet({speed:10, x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true}));
shoot3=false;
}
if(p2Shot3 === 2){
playerBullets.push(BulletCone({speed:3, x: bulletPosition.x, y: bulletPosition.y, P1: true, menu: true}));
shoot3=false;
}
if(p2Shot3 === 3){
playerBullets.push(BulletSnow({speed:2, x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true}));
shoot3=false;
}
if(p2Shot3 === 4){
playerBullets.push(BulletRail({speed:0, x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true}));
shoot3=false;
}
if(p2Shot3 === 5){
for(var i = 1; i<=6; i++){
playerBullets.push(BulletHoming({x: bulletPosition.x, y: bulletPosition.y, menu: true, P1: true, shotNum: i}));
}
shoot3=false;
}
if(p2Shot3 === 6){
var randomX = Math.random()*canvas.width;
var randomY = Math.random()*canvas.height;
//i should be equal to half of the projectile radius
for(var i = 4; i < canvas.width; i+=15){
playerBullets.push(BulletGridlock({x: 0, y: randomY, shotNum: i, menu: true, P1: true}));
}
for(var j = 4; j < canvas.height; j+=15){
//y = canvas.height for player 1. Player 2 will see y = 0.
playerBullets.push(BulletGridlock2({x: randomX, y: canvas.height - 4, shotNum2: j, menu: true, P1: true}));
}
shoot3=false;
}
if(p2Shot3 === 7){
playerBullets.push(BulletMissiles({speed: 5, x:bulletPosition.x, y:canvas.height, P1: true, menu: true}));
shoot3=false;
}
}
}
function update() {
if(shoot || shoot2 || shoot3)
{player.shoot();}
//Updates bullet info every update call
playerBullets.forEach(function(bullet) {
handleCollisions();
bullet.update();
});
playerBullets = playerBullets.filter(function(bullet) {
return bullet.active;
});
}
function collidesBox(a, b) {
return a.x < b.x + b.width &&
a.x + a.hitWidth > b.x &&
a.y < b.y + b.height &&
a.y + a.hitHeight > b.y;
}
function handleCollisions() {
playerBullets.forEach(function(bullet){
if(collidesBox(bullet, player2)){
if(bullet.pierce === false && bullet.split === false)
bullet.active = false;
}
});
playerBullets.forEach(function(bullet){
if(collidesBox(bullet, player)){
if(bullet.pierce === false && bullet.split === true)
bullet.active = false;
}
});
}
</script>
</body>
</html>