Basically, I have some code that fires circles at the mouse from a player (also a circle) when the mouse is pressed. I'm trying to create another circle that also fires at the mouse (ideally from a key instead of mouse pressed), but I'm struggling to do so. I've pasted my p5.js code. Would greatly appreciate any suggestions!
var bullets = [];
function setup() {
createCanvas(600, 600);
player = new Player();
}
function draw() {
clear();
background(51);
player.show();
for (let i = 0; i < bullets.length; ++i) {
bullets[i].toMouse();
bullets[i].show();
}
}
function mousePressed() {
if (mouseX != player.x || mouseY != player.y) {
bullets.push(new Bullet(mouseX, mouseY, player.x, player.y))
}
}
function Bullet(X, Y, PX, PY) {
this.speed = 5;
this.x = PX;
this.y = PY;
this.dir = createVector(X - PX, Y - PY).normalize()
this.r = 7;
this.show = function() {
fill(255, 255, 0);
stroke(128, 128, 0);
circle(this.x, this.y, this.r);
circle(this.x + 50, this.y, this.r);
}
this.toMouse = function() {
this.x += this.dir.x * this.speed;
this.y += this.dir.y * this.speed;
}
}
function Player() {
this.x = width / 2;
this.y = 450;
this.r = 20;
this.speed = 4;
this.show = function() {
fill(0, 255, 0);
stroke(0, 128, 0);
circle(this.x, this.y, this.r);
circle(this.x + 50, this.y, this.r);
}
}
}
I am new to p5 but I think I can help a bit.
I could not get your code to run, but I am pretty sure it would work if you make the bullet calculate the difference in x and y values between it and the player, then adding those to its current position.
So if the bullets position is [3,3], and the players position is [10,10], the vector of the direction the ball should travel is [10-3,10-3]. Then you procedurally add those values to the balls current position. dividing the values should make it so the balls do not instantly teleport.
Excuse me if I am wrong.