Reputation: 25
OK, so I run into this problem where my program regularly crashes mid-game due to a TypeError: Uncaught TypeError: bullets[i] is undefined The error occurs in the function where I check for every variable in the bullets and the enemies array if there is a collision. This is the Source Code of this small school project I created, and I've been trying to troubleshoot this particular bug for hours at a time now. If anyone were able to help me that would be amazing as I can't quite grasp what the problem could be other than their occurring a collision when an element has already been spliced. But since the draw() function in P5.js runs 60 times per second that shouldn't really happen as regularly as it does, so I don't understand how this even can be an issue.
function setup() {
createCanvas(displayWidth - 20, displayHeight - 20);
angleMode(DEGREES);
rectMode(CENTER);
ellipseMode(CENTER);
playerX = width / 2;
playerY = height / 2;
}
let playerX = 0;
let playerY = 0;
let angle = 0;
let timer = 120;
let time = 0;
let v = 2;
let cooldown = 20;
let color = 50;
let hit = 0;
var bullets = [];
var enemies_easy = [];
var enemies_hard = [];
var score = 0;
var highscore = 0;
var gameover = false;
var gamestarted = false;
var nexthard = 5;
var currentenemy = 0;
function draw() {
if (!gamestarted) {
push();
textAlign(CENTER);
background('black');
translate(displayWidth / 2, displayHeight / 2);
textSize(width / 50);
fill('white');
text('Welcome!', 0, -100);
text('Controls:', 0, 0);
text('Fullscreen: F Moving: W, A, S, D Restart: R Shooting: Left Mouse Button Start: Space Bar', 0, 100);
pop();
if (keyIsDown(32)) {
bullets = [];
gamestarted = true;
}
} else {
if (!gameover) {
//calculates shot enemies_easy
bulletcollision();
//shoots if weapon cooldown is expired
background('black');
cooldown--;
activategun();
//draw hero
angle = atan2(mouseY - playerY, mouseX - playerX) + 90;
push();
fill('blue');
translate(playerX, playerY);
rotate(angle);
ellipse(0, 0, 40, 40);
//draw gun
fill('grey');
rect(0, 0 - 25, 10, 20);
pop();
//move hero
move();
//creates enemies with increasing difficulty
time++;
difficulty();
spawnenemy_easy();
spawnenemy_hard();
//shows score on screen
showscore();
//draw crosshair
noCursor();
push();
fill('white');
stroke('white');
line(mouseX, mouseY, mouseX + 20, mouseY);
line(mouseX, mouseY, mouseX - 20, mouseY);
line(mouseX, mouseY, mouseX, mouseY + 20);
line(mouseX, mouseY, mouseX, mouseY - 20);
pop();
//checks for game over
playercollision();
} else {
if (keyIsDown(82)) {
bullets = [];
enemies_easy = [];
enemies_hard = [];
timer = 120;
time = 0;
cooldown = 20;
score = 0;
playerX = width / 2;
playerY = height / 2;
v = 2;
gameover = false;
}
}
}
}
class bullet {
constructor() {
this.x = playerX;
this.y = playerY;
this.angle = createVector(mouseX - playerX, mouseY - playerY);
this.angle.normalize();
}
drawbullet() {
push();
fill('white');
ellipse(this.x, this.y, 10, 10);
pop();
this.y = this.y + 10 * this.angle.y;
this.x = this.x + 10 * this.angle.x;
}
}
class enemy_easy {
constructor() {
this.x = random(-1000, width + 1000);
if (this.x > width || this.x < 0) {
if (this.x > width) {
this.x = width;
this.y = random(0, height + 1);
}
if (this.x < 0) {
this.x = 0;
this.y = random(0, height + 1);
} else {}
} else {
let i = floor(random(0, 2));
this.y = i * height;
}
}
drawenemy_easy() {
push();
this.angle = createVector(this.x - playerX, this.y - playerY);
this.angle.normalize();
fill('red');
ellipse(this.x, this.y, 30, 30);
rotate(angle);
pop();
this.x = this.x - v * this.angle.x; // * random(0, 5);
this.y = this.y - v * this.angle.y; // * random(0, 5);
}
}
class enemy_hard {
constructor() {
this.x = random(-1000, width + 1000);
if (this.x > width || this.x < 0) {
if (this.x > width) {
this.x = width;
this.y = random(0, height + 1);
}
if (this.x < 0) {
this.x = 0;
this.y = random(0, height + 1);
} else {}
} else {
let i = floor(random(0, 2));
this.y = i * height;
}
}
drawenemy_hard() {
push();
this.angle = createVector(this.x - playerX, this.y - playerY);
this.angle.normalize();
fill('purple');
ellipse(this.x, this.y, 30, 30);
rotate(angle);
pop();
this.x = this.x - v * this.angle.x; // * random(0, 5);
this.y = this.y - v * this.angle.y; // * random(0, 5);
}
}
function keyPressed() {
//fullscreen Taste F: https://www.geeksforgeeks.org/p5-js-fullscreen-function/
if (keyCode === 70) {
let fs = fullscreen();
fullscreen(!fs);
}
}
function move() {
if (keyIsDown(83) && playerY <= height - 22) {
playerY = playerY + 4;
}
if (keyIsDown(87) && playerY >= 22) {
playerY = playerY - 4;
}
if (keyIsDown(68) && playerX <= width - 22) {
playerX = playerX + 4;
}
if (keyIsDown(65) && playerX >= 22) {
playerX = playerX - 4;
}
}
function activategun() {
for (var i = 0; i < bullets.length; i++) {
bullets[i].drawbullet();
if (bullets[i].x <= 0 || bullets[i].y <= 0 || bullets[i].x >= width || bullets[i].y >= height) {
bullets.splice(i, 1);
}
}
}
function mousePressed() {
if (cooldown < 0) {
bullets.push(new bullet());
cooldown = 20;
}
}
function spawnenemy_easy() {
for (var i = 0; i < enemies_easy.length; i++) {
enemies_easy[i].drawenemy_easy();
}
}
function spawnenemy_hard() {
for (var i = 0; i < enemies_hard.length; i++) {
enemies_hard[i].drawenemy_hard();
}
}
function newenemy() {
if (currentenemy < nexthard) {
enemies_easy.push(new enemy_easy());
currentenemy++;
} else {
enemies_hard.push(new enemy_hard());
currentenemy = 0;
nexthard = random(2, 6);
}
}
function bulletcollision() {
for (var i = 0; i < bullets.length; i++) {
for (var e = 0; e < enemies_easy.length; e++) {
var distance = createVector(bullets[i].x - enemies_easy[e].x, bullets[i].y - enemies_easy[e].y);
if (distance.mag() <= 18) {
bullets.splice(i, 1);
enemies_easy.splice(e, 1);
score++;
if (score > highscore) {
highscore++;
}
}
}
for (var e = 0; e < enemies_hard.length; e++) {
var distance = createVector(bullets[i].x - enemies_hard[e].x, bullets[i].y - enemies_hard[e].y);
if (distance.mag() <= 18) {
bullets.splice(i, 1);
hit++;
if (hit == 2) {
enemies_hard.splice(e, 1);
score++;
if (score > highscore) {
highscore++;
}
hit = 0;
}
}
}
}
}
function playercollision() {
for (var i = 0; i < enemies_easy.length; i++) {
var distance = createVector(enemies_easy[i].x - playerX, enemies_easy[i].y - playerY);
if (distance.mag() <= 25) {
push();
background(abs(255 * sin(random(0, 255))), 255 * sin(random(0, 255)), 255 * sin(random(0, 255)));
fill('white');
textAlign(CENTER);
textSize(width / 40);
translate(width / 2, height / 2);
text("Game Over!", 0, -100);
text("Score: " + score, 0, 0);
text("High Score: " + highscore, 0, 100);
pop();
return gameover = true;
}
}
for (var i = 0; i < enemies_hard.length; i++) {
var distance = createVector(enemies_hard[i].x - playerX, enemies_hard[i].y - playerY);
if (distance.mag() <= 25) {
push();
background(abs(255 * sin(random(0, 255))), 255 * sin(random(0, 255)), 255 * sin(random(0, 255)));
fill('white');
textAlign(CENTER);
textSize(width / 40);
translate(width / 2, height / 2);
text("Game Over!", 0, -100);
text("Score: " + score, 0, 0);
text("High Score: " + highscore, 0, 100);
pop();
return gameover = true;
}
}
}
function difficulty() {
if (time >= timer) {
newenemy();
time = 0;
timer = timer * 0.99;
v = v * 1.02;
}
}
function showscore() {
push();
fill('white');
textSize(width / 55);
textAlign(CENTER);
text('Score: ' + score, 100, 100);
pop();
}
Does anyone know how I could fix this issue or if I even can? Any help is appreciated!
Upvotes: 1
Views: 80
Reputation: 210909
The problem is that you are removing bullets from the array as you iterate through the array. Use while
-loop instead of the for
-loop:
function bulletcollision() {
let i = 0;
while (i < bullets.length) {
let bullet_hit = false;
for (var e = 0; e < enemies_easy.length; e++) {
var distance = createVector(bullets[i].x - enemies_easy[e].x, bullets[i].y - enemies_easy[e].y);
if (distance.mag() <= 18) {
bullet_hit = true;
destroy_enemy(enemies_easy, e);
}
}
for (var e = 0; e < enemies_hard.length; e++) {
var distance = createVector(bullets[i].x - enemies_hard[e].x, bullets[i].y - enemies_hard[e].y);
if (distance.mag() <= 18) {
bullet_hit = true;
hit++;
if (hit == 2) {
destroy_enemy(enemies_hard, e);
hit = 0;
}
}
}
if (bullet_hit) {
bullets.splice(i, 1);
} else {
i ++;
}
}
}
function destroy_enemy(enemies, e) {
enemies.splice(e, 1);
score++;
highscore = Math.max(highscore, score);
}
See also Looping through array and removing items, without breaking for loop.
Upvotes: 2