181 lines
5.4 KiB
Plaintext
181 lines
5.4 KiB
Plaintext
boolean boss_d_ou_g = false;
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int boss_bouge = 800;
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int boss_y = 171;
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int boss_vitesse = 8;
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boolean collision_laser = false;
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float boss_cooldown = 5;
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float boss_time;
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int boss_stop = 4;
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int pv_baseboss = 5;
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int boss_pv = pv_baseboss;
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int Xa, Xb, Xc, Ya, Yb, Yc, Xd, Yd, Xe, Ye;
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float time_game = millis()/1000;
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float ABC, DBC, ACB, DCB, EBC, ECB;
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int H_jpv = 25, W_jpv = 650, x_jpv, y_jpv = 20;
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int largeur_bar_vie_T = W_jpv;
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int largeur_bar_vie_cible = W_jpv;
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boolean invincible = false, son_Laser = false, clignote = false;
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int invisi_time = 1000; // temps de d'invincibilité en millisecondes (2 secondes)
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int deta_time, time_inv_boss;
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int deta_cligno_time = 150; // temps de clignotage en millisecondes
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int time_cligno_boss;
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void bosss() {
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time_game = millis()/1000;
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println("second : "+ time_game);
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println("boss_time + boss_cooldown : " + boss_time + boss_cooldown);
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if (boss_time + boss_cooldown < time_game && !invincible){
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boss_vitesse = 0;
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image(laserboss1, boss_bouge, 380 + boss_y);
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//joue le son du laser une seul fois
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if(!son_Laser){
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son_Laser = true;
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sonLaser_boss.play();
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}
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//calcul dimension laser:
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//coordonnées point haut
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Xa = boss_bouge;
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Ya = -100 + boss_y;
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Xb = boss_bouge - 566;
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Yb = -100 + boss_y + 981;
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Xc = boss_bouge + 566;
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Yc = Yb;
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//triangle(Xa, Ya, Xb, Yb, Xc, Yc);
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//coordonnées base du vaisseau:
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Xd = x - 100;
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Yd = y + 100;
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Xe = x + 100;
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Ye = Yd;
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//calcul des angles
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ABC = acos( ( ((Xc-Xb)*(Xa-Xb)) + ((Yc-Yb)*(Ya-Yb)) )/( sqrt(sq(Xc-Xb)+sq(Yc-Yb)) * sqrt(sq(Xa-Xb)+sq(Ya-Yb)) ) );
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ACB = ABC;
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//println("ABC : "+ ABC);
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//DBC = acos( ( ((Xc-Xb)*(Xd-Xb)) + ((Yc-Yb)*(Yd-Yb)) )/( sqrt(sq(Xc-Xb)+sq(Yc-Yb)) * sqrt(sq(Xd-Xb)+sq(Yd-Yb)) ) );
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DCB = acos( ( ((Xb-Xc)*(Xd-Xc)) + ((Yb-Yc)*(Yd-Yc)) )/( sqrt(sq(Xb-Xc)+sq(Yb-Yc)) * sqrt(sq(Xd-Xc)+sq(Yd-Yc)) ) );
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EBC = acos( ( ((Xc-Xb)*(Xe-Xb)) + ((Yc-Yb)*(Ye-Yb)) )/( sqrt(sq(Xc-Xb)+sq(Yc-Yb)) * sqrt(sq(Xe-Xb)+sq(Ye-Yb)) ) );
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//println("DCB : "+ DCB + " / EBC : "+ EBC);
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//line(Xd, Yd, Xe, Ye);
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//println("Xb, Xe : " + Xb + " <> " + Xe);
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//test collisions avec le laser:
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if (EBC > ABC || ACB < DCB) {
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collision_laser = false;
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} else {
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collision_laser = true;
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ship.collision = true;
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println("collision : " + collision_laser);
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}
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// boucle fin d'attaque
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if (boss_time + boss_cooldown + boss_stop < time_game){
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boss_cooldown = random(1, 7);
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boss_vitesse = 8;
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boss_time = time_game;
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son_Laser = false;
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}
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//println("boss_time + boss_cooldown + boss_stop : "+ boss_time + boss_cooldown + boss_stop);
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}
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if(!clignote){
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image(imgboss1, boss_bouge, boss_y);
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}
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if (boss_d_ou_g == true){ //si le boss vas vers la gauche
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if (boss_bouge > 0){ //si le boss il n'est pas tout a gauche
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boss_bouge -= boss_vitesse; //on le fais aller a gauche
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} else { //sinon
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boss_d_ou_g = false; //on lui dit d'aller a gauche
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}
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}
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if (boss_d_ou_g == false && boss_bouge < width){
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boss_bouge += boss_vitesse;
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} else {
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boss_d_ou_g = true;
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}
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//largeur en pixels en fonction des pv courants du boss
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largeur_bar_vie_cible = W_jpv * boss_pv / pv_baseboss;
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println ("T : " + largeur_bar_vie_T + " C : " + largeur_bar_vie_cible);
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if (time_inv_boss + deta_time <= millis()){
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if (largeur_bar_vie_T > largeur_bar_vie_cible){
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largeur_bar_vie_T -- ;
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invincible = true;
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} else {
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invincible = false;
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}
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time_inv_boss = millis();
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}
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// clignotement :
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if (invincible && time_cligno_boss + deta_cligno_time <= millis()) {
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time_cligno_boss = millis();
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clignote = !clignote;
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} else if (!invincible) {
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clignote = false;
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}
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//jauge des pv du boss
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x_jpv = width/2-W_jpv/2;
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fill(255, 255, 255, 40);
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noStroke();
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rect(x_jpv, y_jpv, W_jpv, H_jpv, H_jpv / 2);
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fill(#AE0202, 230);
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noStroke();
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rect(
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x_jpv + (W_jpv - largeur_bar_vie_T)/2, // coordonnées X de la bar de vie
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y_jpv, // coordonnées Y de la bar de vie
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largeur_bar_vie_T,
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H_jpv, // hauteur de la bar de vie
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H_jpv / 2 // pour arrondir les angles de la bar de vie du boss
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);
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fill(255);
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textSize(H_jpv / 1.5);
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textAlign(CENTER, CENTER);
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text(boss_pv + " / " + pv_baseboss , x_jpv + W_jpv / 2 , y_jpv + H_jpv /2);
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textAlign(LEFT, BOTTOM);
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textSize(12);
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strokeWeight(2);
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stroke(#ffffff);
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noFill();
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rect(x_jpv, y_jpv, W_jpv, H_jpv, H_jpv / 2);
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fill(255, 255, 255);
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strokeWeight(1);
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stroke(#000000);
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if ( dist(ship.x, ship.y, boss_bouge, boss_y) < 200 ) {
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// en gros le vaisseau éclate quand il touche le boss
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ship.collision = true;
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} else {
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//si le missile est en contact avec le boss et qu'il n'est pas invincible le boss perd un point de vie
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if ( dist(xm, ym, boss_bouge, boss_y) < 114 && !invincible ){
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boss_pv = boss_pv - 1;
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sonCollision.play();
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time_inv_boss = time_cligno_boss = millis();
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//calcul delai en miliseconds pour chaque pixels a supprimer de la bars de vie en fonction du temps d'invincibilité du boss
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// temps / pixels a suprimmer de la barre :
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deta_time = invisi_time / (W_jpv - (W_jpv * boss_pv / pv_baseboss));
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//println("boss_pv : " + boss_pv + " :: deta_time : " + deta_time);
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lancermisile = false;
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clignote = false;
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}
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}
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}
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