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// add in function for buying stuff from the "shop"
// change score to money
// make it so that one of the upgrades either makes the bullet faster or gives more bullets
// make it so that enemies give more money (upgrade)
// make it so that there is a boss enemy at 10k, 20k, etc (cool addition).
var x = 100;
var y = 300;
var l = 0;
var a = 100;
var b = 0;
var c = 300;
var d = 0;
var h = false;
var z = 400;
var j = 200;
var lel = 7.5;
var compX = 200;
var compY = 200;
var compX2 = 250;
var compX3 = 300;
var compX4 = 150;
var compY2 = 200;
var compY3 = 300;
var compY4 = 150;
var move = 20;
var score = 0;
var gold = 10;
var redG = 10;
var GO = false;
//upgrade pt 1
var moX = 10;
var moY = 520;
//var U1 = 1;
var cost1 = 150;
var up1c = 1;
//upgrade pt 2;
var moX2 = 150+10;
var moY2 = 520;
var U2 = 0;
var cost2 = 300;
var up2c = 1;
//upgrade pt 3;
var moX3 = 300+10;
var moY3 = 520;
var cost3 = 500;
var up3c = 1;
var rip = false;
function setup() {
createCanvas(600, 600);
z = random(300,600);
j = random (300,600-150);
frameRate(10);
}
function draw() {
background(0);
stroke (0,255,0);
fill (255,255,255);
rect (0,500-25, 150,125);
rect (150,500-25,150,125);
rect (300,500-25,150,125);
textSize(20);
fill(0,255,0);
stroke(0,255,0);
stroke(0,0,0);
text("$ " + score,15,20);
fill(255,255,255);
rect(x,y,25,25);
ellipse (a+12.5,c+12.5,20,20);
moreBBBB();
a = a + b;
c = c + d;
hard();
moBulletSpeed();
if (keyIsDown(LEFT_ARROW)){
d = 0;
b = (-30 - U2);
}
if (keyIsDown(RIGHT_ARROW)){
d = 0;
b = (30 + U2);
}
if (a < 5){
a = x;
c = y;
}
if (a > 595){
a = x;
c = y;
}
if (keyIsDown(UP_ARROW)){
d = (-30 - U2);
b = 0;
}
if (c < 0){
a = x;
c = y;
}
if (keyIsDown(DOWN_ARROW)){
b = 0;
d = (30 + U2);
}
if (c > 600-150){
a = x;
c = y;
}
if (x > 600){
x = 0;
}
if (x < 0){
x = 600;
}
if (y < 0){
y = 600-150;
}
if (y > 600-150){
y = 0;
}
ai1();
ai2();
ai3();
ai4();
ai5();
moBullet();
fill(255);
if (score < -150){
b = 0;
d = 0
lel = 0;
move = 0;
fill("red");
textSize(30);
text ("GAME OVER",200,25);
textSize (20);
GO = true;
}
moMoney();
}
function ai1(){
fill ("blue");
ellipse(z,j,30,30);
fill('black');
ellipse(z-10,j,5,5);
ellipse(z+10,j,5,5);
line (z + 10, j - 10, z,j);
line (z - 10, j - 10, z,j);
if (y + 12.5 > j){
j = j + lel;
}
else if (y + 12.5 < j){
j = j + -lel;
}
if (x + 12.5 > z){
z = z + lel;
}
else if (x + 12.5 < z){
z = z + -lel;
}
if (a + 12.5 - 10 < z + 15 && a + 12.5 + 10 > z - 15 && c + 10 - 12.5 < j + 15 && c + 10 + 12.5 > j - 15){
score = score + (5*gold);
z = random (0,600);
j = random (0,600-150);
}
if (x - 5 < z + 15 && x + 25 > z - 15 && y < j + 15 && y + 25 > j - 15){
score = score - (3*redG);
z = random (0,600);
j = random (0,600-150);
}
if (rip === true){
if (a - 30 - 10 < z + 15 && a + 10 - 30 > z - 15 && c + 12.5 - 10 < j + 15 && c + 10 + 12.5 > j - 15){
score = score + gold;
z = random (0,600);
j = random (0,600-150);
}
}
}
function ai2(){
fill('red');
var dir = int (random(4));
ellipse (compX,compY,30,30);
fill("black");
ellipse(compX-10,compY,5,5);
ellipse(compX+10,compY,5,5);
line (compX + 10, compY - 10, compX,compY);
line (compX - 10, compY - 10, compX,compY);
fill("red");
if (dir === 0){
compX = compX - move;
}
else if (dir === 1){
compX = compX + move;
}
else if (dir === 2){
compY = compY + move;
}
else {
compY = compY - move;
}
if (compX > 600){
compX = 0;
}
if (compY > 600-150){
compY = 0;
}
if (compX < 0){
compX = 600;
}
if (compY < 0){
compY = 600-150;
}
if (a - 10 + 12.5 < compX + 15 && a + 10 + 12.5 > compX - 15 && c - 10 + 12.5 < compY + 15 && c + 10 + 12.5 > compY - 15){
score = score + gold;
compX = random (0,600);
compY = random (0,600-150);
}
if (x - 5< compX + 15 && x + 25 > compX - 15 && y < compY + 15 && y + 25 > compY - 15){
score = score - redG;
compX = random (0,600);
compY = random (0,600-150);
}
if (rip === true){
if (a - 30 - 10 < compX + 15 && a + 10 - 30 > compX - 15 && c + 12.5 - 10 < compY + 15 && c + 10 + 12.5 > compY - 15){
score = score + gold;
compX = random (0,600);
compY = random (0,600-150);
}
}
}
function ai3(){
fill ("red");
var dir2 = int (random(4));
ellipse (compX2,compY2,30,30);
fill("black");
ellipse(compX2-10,compY2,5,5);
ellipse(compX2+10,compY2,5,5);
line (compX2 + 10, compY2 - 10, compX2,compY2);
line (compX2 - 10, compY2 - 10, compX2,compY2);
fill("red");
if (dir2 === 0){
compX2 = compX2 -move;
}
else if (dir2 === 1){
compX2 = compX2 + move;
}
else if (dir2 === 2){
compY2 = compY2 + move;
}
else {
compY2 = compY2 - move;
}
//ellipse (compX2,compY2,25,25);
if (compX2 > 600){
compX2 = 0;
}
if (compY2 > 600-150){
compY2 = 0;
}
if (compX2 < 0){
compX2 = 600;
}
if (compY2 < 0){
compY2 = 600-150;
}
if (a - 10 + 12.5 < compX2 + 15 && a + 10 + 12.5 > compX2 - 15 && c + 12.5 - 10 < compY2 + 15 && c + 10 + 12.5 > compY2 - 15){
score = score + gold;
compX2 = random (0,600);
compY2 = random (0,600-150);
}
if (x < compX2 + 15 && x + 25 > compX2 - 15 && y < compY2 + 15 && y + 25 > compY2 - 15){
score = score - redG;
compX2 = random (0,600);
compY2 = random (0,600-150);
}
if (rip === true){
if (a - 30 - 10 < compX2 + 15 && a + 10 - 30 > compX2 - 15 && c + 12.5 - 10 < compY2 + 15 && c + 10 + 12.5 > compY2 - 15){
score = score + gold;
compX2 = random (0,600);
compY2 = random (0,600-150);
}
}
}
function ai4(){
fill('red');
ellipse (compX3,compY3,30,30);
fill("black");
ellipse(compX3-10,compY3,5,5);
ellipse(compX3+10,compY3,5,5);
line (compX3 + 10, compY3 - 10, compX3,compY3);
line (compX3 - 10, compY3 - 10, compX3,compY3);
fill("red");
var dir3 = int (random(4));
if (dir3 === 0){
compX3 = compX3 - move;
}
else if (dir3 === 1){
compX3 = compX3 + move;
}
else if (dir3 === 2){
compY3 = compY3 + move;
}
else {
compY3 = compY3 - move;
}
if (compX3 > 600){
compX3 = 0;
}
if (compY3 > 600-150){
compY3 = 0;
}
if (compX3 < 0){
compX3 = 600;
}
if (compY3 < 0){
compY3 = 600-150;
}
if (a + 12.5 - 10 < compX3 + 15 && a + 10 + 12.5 > compX3 - 15 && c + 12.5 - 10 < compY3 + 15 && c + 10 + 12.5 > compY3 - 15){
score = score + gold;
compX3 = random (0,600);
compY3 = random (0,600-150);
}
if (x - 5< compX3 + 15 && x + 25 > compX3 - 15 && y < compY3 + 15 && y + 25 > compY3 - 15){
score = score - redG;
compX3 = random (0,600);
compY3 = random (0,600-150);
}
if (rip === true){
if (a - 30 - 10 < compX3 + 15 && a + 10 - 30 > compX3 - 15 && c + 12.5 - 10 < compY3 + 15 && c + 10 + 12.5 > compY3 - 15){
score = score + gold;
compX3 = random (0,600);
compY3 = random (0,600-150);
}
}
}
function ai5(){
//fill('green');
fill('red')
ellipse (compX4,compY4,30,30);
fill("black");
ellipse(compX4-10,compY4,5,5);
ellipse(compX4+10,compY4,5,5);
line (compX4 + 10, compY4 - 10, compX4,compY4);
line (compX4 - 10, compY4 - 10, compX4,compY4);
fill("red");
var dir4 = int (random(4));
if (dir4 === 0){
compX4 = compX4 - move;
}
else if (dir4 === 1){
compX4 = compX4 + move;
}
else if (dir4 === 2){
compY4 = compY4 + move;
}
else {
compY4 = compY4 - move;
}
if (compX4 > 600){
compX4 = 0;
}
if (compY4 > 600-150){
compY4 = 0;
}
if (compX4 < 0){
compX4 = 600;
}
if (compY4 < 0){
compY4 = 600-150;
}
if (a + 12.5 - 10 < compX4 + 15 && a + 10 + 12.5 > compX4 - 15 && c + 12.5 - 10 < compY4 + 15 && c + 10 + 12.5 > compY4 - 15){
score = score + gold;
compX4 = random (0,600);
compY4 = random (0,600-150);
}
if (x - 5 < compX4 + 15 && x + 25 > compX4 - 15 && y < compY4 + 15 && y + 25 > compY4 - 15){
score = score - redG;
compX4 = random (0,600);
compY4 = random (0,600-150);
}
if (rip === true){
if (a - 30 - 10 < compX4 + 15 && a + 10 - 30 > compX4 - 15 && c + 12.5 - 10 < compY4 + 15 && c + 10 + 12.5 > compY4 - 15){
score = score + gold;
compX4 = random (0,600);
compY4 = random (0,600-150);
}
}
}
function moMoney(){
fill(0,0, 255);
text ("Upgrade #" + up1c, moX, moY- 20);
text ("+50", moX + 30, moY);
text ("Money Per Hit", moX, moY+20);
text ("Cost: " + cost1, moX, moY+40)
}
function moBulletSpeed(){
fill(0,0, 255);
text ("Upgrade #" + up2c, moX2, moY2- 20);
text ("+5", moX2 + 30, moY2);
text ("Bullet Speed", moX2, moY2+20);
text ("Cost: " + cost2, moX2, moY2+40)
}
function moBullet(){
fill(0,0, 255);
text ("Upgrade #" + up3c, moX3, moY3);
text ("+1 Bullets", moX3, moY3+20);
text ("Cost: " + cost3, moX3, moY3+40)
}
function mouseClicked() {
if (mouseX > moX - 50 && mouseX < moX + 50 && mouseY > moY - 75 && mouseY - 75< moY + 75){
if (score >= cost1){
score = score - cost1;
gold = gold + 10;
cost1 = cost1 + 1350;
up1c = up1c + 1;
}
}
if (mouseX > moX2 - 50 && mouseX < moX2 + 50 && mouseY > moY2 - 75 && mouseY - 75 < moY2 + 75){
if (score >= cost2){
score = score - cost2;
U2 = U2 + 5;
cost2 = cost2 + 1200;
up2c = up2c + 1;
if (cost2 > 7000){
cost2 = 99999999999;
text ("(Maxed Out)", moX2 + 50);
}
}
}
if (mouseX > moX3 - 50 && mouseX < moX3 + 50 && mouseY > moY3 - 75 && mouseY - 75< moY3 + 75){
if (score >= cost3){
score = score - cost3;
cost3 = cost3 + 500;
up3c = up3c + 1;
if (up3c > 4){
if (cost3 > 7000){
cost3 = 99999999999;
text ("(Maxed Out)", moX3 + 50);
}
}
}
}
}
function moreBBBB(){
if (up3c === 2){
fill("white");
ellipse (a - 30,c + 12.5,20,20);
rip = true;
}
}
function keyPressed(){
hard();
if (h === false && GO === false){
if (key === 'a'){
x = x - 50;
}
if (key === 'd'){
x = x + 50;
}
if (key === 'w'){
y = y - 50;
}
if (key === 's'){
y = y + 50;
}
if (x < 0){
x = 600;
}
if (x > 600){
x = 25;
}
if (y < 0){
y = 600-150;
}
if (y > 600-150){
y = 0;
}
}
if (key === 'p'){
move = 0;
lel = 0;
b = 0;
d = 0;
}
if (key === 'o'){
move = 20;
b = 0;
d = 0;
lel = 7.5;
}
//else {
// if (key === 'a'){
//}
//}
if (key === 'r'){
x = random (0,400);
y = random (0,300);
l = 0;
a = x;
b = 0;
c = y;
d = 0;
h = false;
z = random (0,400);
j = random (0,400);
lel = 7.5;
compX = random (0,400);
compY = random (0,400);
compX2 = random (0,400);
compX3 = random (0,400);
compX4 = random (0,400);
compY2 = random (0,400);
compY3 = random (0,400);
compY4 = random (0,400);
move = 20;
score = 0;
GO = false;
gold = 10;
up1c = 1;
cost1 = 150;
U2 = 1;
cost2 = 300;
up2c = 1;
}
}
function hard(){
if (key === 'h'){
h = true;
}
}