When the program runs the mouse is clicked creating a projectile from the center of the screen moving with every frame in the direction it was fired (mouse position on click).
When N+1 projectiles have fired all projectiles on-screen move to the new clicked location instead of continuing their path.
I am can not figure out why the current projectiles change direction when the New projectile's velocity should have no effect on prior projectiles.
index.html
<canvas></canvas>
<script src="./guns.js"></script>
<script src="./indexh.js"></script>
<script src="./runh.js"></script>
runh.html
const projectilesArray = [];
let frameCount = 0;
function animate() {
animationID = requestAnimationFrame(animate);
c.fillStyle = "rgba(0, 0, 0, 1)";
c.fillRect(0, 0, canvas.width, canvas.height);
projectilesArray.forEach((Projectile, pIndex) => {
Projectile.update();
console.log(Projectile)
if (
Projectile.x + Projectile.radius < 0 ||
Projectile.x - Projectile.radius > canvas.width ||
Projectile.y + Projectile.radius < 0 ||
Projectile.y - Projectile.radius > canvas.height
) {
setTimeout(() => {
projectilesArray.splice(pIndex, 1);
}, 0);
}
});
frameCount++;
if (frameCount > 150) {
}
}
var fire = 1;
let fireRate = 1;
const mouse = {
x: 0,
y: 0,
click: true,
};
canvas.addEventListener('mousedown', (event) => {
if (fire % fireRate == 0) {
if (mouse.click == true) {
mouse.x = event.x;
mouse.y = event.y;
const angle = Math.atan2(mouse.y - (canvas.height / 2), mouse.x - (canvas.width / 2));
const fireY = Math.sin(angle);
const fireX = Math.cos(angle);
//score -= 0;
//scoreL.innerHTML = score;
var weapon = new Projectile(cannon);
weapon.velocity.x = fireX * 9;
weapon.velocity.y = fireY * 9;
projectilesArray.push(weapon);
//var gun = object.constructor()
}
}
});
animate();
indexh.js
const canvas = document.querySelector("canvas");
const c = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = innerHeight;
class Projectile {
constructor(config) {
this.color = config.color || "rgb(60, 179, 113)";
this.radius = config.radius || 1;
this.speed = config.speed || 5;
this.rounds = config.rounds || 2;
this.x = config.x || canvas.width / 2;
this.y = config.y || canvas.height /2;
this.velocity = config.velocity;
}
draw() {
c.beginPath();
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
c.fillStyle = this.color;
c.fill();
}
update() {
this.draw();
this.x = this.x + this.velocity.x * this.speed;
this.y = this.y + this.velocity.y * this.speed;
}
}
gums.js
let pistol = {
color : "rgb(255, 0, 0)",
radius : 10,
speed : 1,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
let cannon = {
color : "rgb(0, 0, 255)",
radius : 30,
speed : .5,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
Thanks
The issue is that you have this cannon object used as a configuration object:
let cannon = {
color : "rgb(0, 0, 255)",
radius : 30,
speed : .5,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
And in your Projectile
constructor you assign this.velocity = config.velocity;
You are assigning this.velocity
to be the same object instance for all Projectile
s. To fix it, try copying the object, like:
this.velocity = {...config.velocity};
That will make a copy of the object rather than sharing the same object instance.
Also note that you have a bug that you didn't ask about in this line:
projectilesArray.splice(pIndex, 1);
If two timeouts are queued in the same loop, the array will shift when the first timeout fires, and the second timeout will be operating on the wrong index.