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Found 2 results

  1. Hi I am using this plugin to implement gamepad support to my ouya/android game: https://github.com/ansimuz/BitWars/blob/master/lib/plugins/gamepad.js It works great but the problem is that only player 1 works and I want the game to be controlled by any connected gamepad, is there anything I can edit so that the plugin ignores the controller (i.e. player1 or player2...). So that a button on each connected controller will trigger the 'jump' for example.
  2. Hi. I'm trying to make my jet shoot red bullets, but for some reason they're coming out at green. Here's my code.... function Jet() { this.srcX = 0; this.srcY = 510; this.width = 100; this.height = 40; this.speed = 3; this.drawX = 220; this.drawY = 200; this.noseX = this.drawX + 100; this.noseY = this.drawY + 30; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; this.isSpacebar = false; this.isShooting = false; this.bullets = []; this.currentBullet = 0; for (var i = 0; i < 25; i++) { this.bullets[this.bullets.length] = new Bullet(); }}Jet.prototype.draw = function() { clearCtxJet(); this.checkDirection(); this.noseX = this.drawX + 100; this.noseY = this.drawY + 30; this.checkShooting(); this.drawAllBullets(); ctxJet.drawImage(imgSprite, this.srcX, this.srcY, this.width, this.height, this.drawX, this.drawY, this.width, this.height);};Jet.prototype.checkDirection = function() { if (this.isUpKey) { this.drawY -= this.speed; } if (this.isRightKey) { this.drawX += this.speed; } if (this.isDownKey) { this.drawY += this.speed; } if (this.isLeftKey) { this.drawX -= this.speed; }};Jet.prototype.drawAllBullets = function() { for (var i = 0; i < this.bullets.length; i++) { if (this.bullets[i].drawX >= 0) this.bullets[i].draw(); if (this.bullets[i].explosion.hasHit) this.bullets[i].explosion.draw(); }};Jet.prototype.checkShooting = function() { if (this.isSpacebar && !this.isShooting) { this.isShooting = true; this.bullets[this.currentBullet].fire(this.noseX, this.noseY); this.currentBullet++; if (this.currentBullet >= this.bullets.length) this.currentBullet = 0; } else if (!this.isSpacebar) { this.isShooting = false; }};function clearCtxJet() { ctxJet.clearRect(0, 0, gameWidth, gameHeight);}// end of jet functions// bullet functionsfunction Bullet() { this.srcX = 100; this.srcY = 460; this.drawX = -20; this.drawY = 0; this.width = 5; this.height = 5; this.explosion = new Explosion();}Bullet.prototype.draw = function() { this.drawX += 3; ctxJet.drawImage(imgSprite, this.srcX, this.srcY, this.width, this.height, this.drawX, this.drawY, this.width, this.height); this.checkHitEnemy(); if (this.drawX > gameWidth) this.recycle();};Bullet.prototype.fire = function(startX, startY) { this.drawX = startX; this.drawY = startY;};Bullet.prototype.checkHitEnemy = function() { for (var i = 0; i < enemies.length; i++) { if (this.drawX >= enemies[i].drawX && this.drawX <= enemies[i].drawX + enemies[i].width && this.drawY >= enemies[i].drawY && this.drawY <= enemies[i].drawY + enemies[i].height) { this.explosion.drawX = enemies[i].drawX - (this.explosion.width / 2); this.explosion.drawY = enemies[i].drawY; this.explosion.hasHit = true; this.recycle(); enemies[i].recycleEnemy(); } }};Bullet.prototype.recycle = function() { this.drawX = -20;};// end of bullet functions// explosion functionsfunction Explosion() { this.srcX = 728; this.srcY = 520; this.drawX = 0; this.drawY = 0; this.width = 50; this.height = 50; this.hasHit = false; this.currentFrame = 0; this.totalFrames = 10;}Explosion.prototype.draw = function() { if (this.currentFrame <= this.totalFrames) { ctxJet.drawImage(imgSprite, this.srcX, this.srcY, this.width, this.height, this.drawX, this.drawY, this.width, this.height); this.currentFrame++; } else { this.hasHit = false; this.currentFrame = 0; }};// end of explosion functions// enemy functionsfunction Enemy() { this.srcX = 0; this.srcY = 559; this.width = 100; this.height = 40; this.speed = 2; this.drawX = Math.floor(Math.random() * 1000) + gameWidth; this.drawY = Math.floor(Math.random() * 360);}Enemy.prototype.draw = function() { this.drawX -= this.speed; ctxEnemy.drawImage(imgSprite, this.srcX, this.srcY, this.width, this.height, this.drawX, this.drawY, this.width, this.height); this.checkEscaped();};Enemy.prototype.checkEscaped = function() { if (this.drawX + this.width <= 0) { this.recycleEnemy(); }};Enemy.prototype.recycleEnemy = function() { this.drawX = Math.floor(Math.random() * 1000) + gameWidth; this.drawY = Math.floor(Math.random() * 360);};Any help would be gladly appreciated!!
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