Need Help Chapter 16 Eloquent Javascript: Make Platform Game - javascript

The game is here, just run program(https://eloquentjavascript.net/code/#16). The whole chapter is here: https://eloquentjavascript.net/16_game.html
Basically each level is one long string, then the program takes each character in the string and creates a dom node for it representing the various parts of the game (lava, player, coins, walls, ect.). This is part of the code I am having trouble with:
DOMDisplay.prototype.scrollPlayerIntoView = function(state) {
let width = this.dom.clientWidth;
let height = this.dom.clientHeight;
let margin = width / 3;
// The viewport
let left = this.dom.scrollLeft, right = left + width;
let top = this.dom.scrollTop, bottom = top + height;
let player = state.player;
let center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin) {
this.dom.scrollLeft = center.x - margin;
} else if (center.x > right - margin) {
this.dom.scrollLeft = center.x + margin - width;
}
if (center.y < top + margin) {
this.dom.scrollTop = center.y - margin;
} else if (center.y > bottom - margin) {
this.dom.scrollTop = center.y + margin - height;
}
};
For additional context here is the css associated with the node that holds the game:
.game {
overflow: hidden;
max-width: 600px;
max-height: 450px;
position: relative;
}
Basically, the levels can be much wider than the viewport, so as the player gets closer to the edge, the game has to scroll the node to more or less centre the player. This is where I don't get the point of making this code, let margin = width / 3 it would make more sense to me to make the margin 1/3 the size of the viewport. Then if (center.x < left + margin) makes sense to me. But as written, I can't help but think what if the game is say 10x wider than viewport? Then margin would be huge, and then (center.x < left + margin) would always prove true. I also have no idea what the point of making this is, right = left + width.
Could someone explain?

Related

Prevent subpixel rendering with svg

I'm working with SVGs currently and came to a dead end.
The SVG has lines, which should scale together with zooming (so that they stay in balance: 100% width 10px --> 10% width 1px for example)
i scale all stroke-widths with this code:
var svgPath = this._svgContainer.find('svg [class*="style"]');
for (var i = 0; i < svgPath.length; ++i) {
var newStrokeWidth = this._oldStrokeWidth[i] * (1 / (width / imgData.w));
$(svgPath[i]).css(
'stroke-width', newStrokeWidth
);
}
Where width is the new width after zoom and imgData.w is the original unscaled width.
The problem with this is, if i zoom in to far. The stroke with becomes to small and leads to sub-pixel rendering. And supposedly black lines get grey-ish.
My Idea was to clip the value at a certain point to prevent it.
But as far as I know, I have to consider the Device Pixel ratio too, because of different screens (desktop, mobile, 4K)
Would be nice If someone can help me with an idea to fix my problem
We finally found a solution for this, in case anyone has the same problems:
1) Because of the panning of this._$svgElement and the calculation of vpx in a completely different section of the code the element is 'between' pixels. ( 100.88945px for x for example). This causes lines to blur.
I fixed this part with a simple Math.round().
this._hammerCanvas.on('panmove', (event: any) => {
const translate3d = 'translate3d(' + Math.round(this._oldDeltaX + ((vpx === imgData.x) ? 0 : vpx) + event.deltaX) + 'px, ' + Math.round(this._oldDeltaY + ((vpy === imgData.y) ? 0 : vpy) + event.deltaY) + 'px, 0)';
this._$svgElement.css({
transform: translate3d
});
}
2) To fix the problem between the SVG viewport and the line strength, I had to implement a method to calculate the strokewidth equal to 1 'real' pixel regarding the svgs dimension.
the updated code looks like this: (This is the inital code, after the SVG was loaded from the server. Inside the zooming, the old code from above is still the same)
const pixelRatio = devicePixelRatio || 1;
const widthRatio = this._initSVGWidth / svgContainerWidth;
const heightRatio = this._initSVGHeight / svgContainerHeight;
this._svgZoomFactor = Math.max(widthRatio, heightRatio);
const strokeWidth1px = this.computeStrokeWidth1px(widthRatio, heightRatio);
for (let i = 0; i < svgPaths.length; ++i) {
this._initalStrokeWidth[i] = parseFloat($(svgPaths[i]).css('stroke-width'));
const newStrokeWidth = Math.max(strokeWidth1px / pixelRatio, this._svgZoomFactor * this._initalStrokeWidth[i]);
$(svgPaths[i])[0].setAttribute('style', 'stroke-width:' + newStrokeWidth);
this._oldStrokeWidth[i] = newStrokeWidth;
}
and the compute:
protected computeStrokeWidth1px (widthRatio: number, heightRatio: number): number {
const viewBox = this._$svgElement[0].getAttribute('viewBox').split(' ');
const viewBoxWidthRatio = parseFloat(viewBox[2]) / this._$svgElement.width();
const viewBoxHeightRatio = parseFloat(viewBox[3]) / this._$svgElement.height();
return widthRatio > heightRatio ? viewBoxWidthRatio : viewBoxHeightRatio;
}
var newStrokeWidth = this._oldStrokeWidth[i] * (1 / (width / imgData.w));
newStrokeWidth = (newStrokeWidth < 1) ? 1 : newStrokeWidth;
newStrokeWidth will always be 1 or greater

Using getComputedStyle with border-box should return height sans border and padding

EDIT 3/Final: Th Computed Style problem/question is explained below but, for the benefit of others coming later, my real problem is solved with Flex Boxes and Vx measurements in conjunction with border-box. IMHO "display: flex;" is the answer to many questions and, although I'm struggling to get it to do what I want, stops you having to work against CSS!
EDIT 2: The following undoubtedly needs refactoring but if you can tell me that it does what I was asking for that'd be great. The change I had to make was to add clientTop in with offsetTop in the equation: -
function resizeContent()
{
var browserHeight = window.outerHeight;
var offesetHeight, offsetWidth;
var viewHeight = window.innerHeight;
var viewWidth = window.innerWidth;
var chromeFootPrint = browserHeight - viewHeight;
var tmpHeight = viewHeight;
if (window.matchMedia("(orientation: portrait)").matches) {
if (viewWidth > viewHeight) {
viewHeight = viewWidth - chromeFootPrint;
viewWidth = tmpHeight + chromeFootPrint;
}
} else {
if (viewWidth < viewHeight) {
viewHeight = viewWidth - chromeFootPrint;
viewWidth = tmpHeight + chromeFootPrint;
}
}
var dimTarget = logScroll;
var offsetTop = dimTarget.offsetTop + dimTarget.clientTop;
var offsetLeft = dimTarget.offsetLeft + dimTarget.clientLeft;
while (dimTarget = dimTarget.offsetParent) {
offsetTop += dimTarget.offsetTop + dimTarget.clientTop;
offsetLeft += dimTarget.offsetLeft + dimTarget.clientLeft;
}
logScrollHeight = viewHeight - (offsetTop + fireBreak);
logScroll.style.height = logScrollHeight + "px";
logScroll.style.width = getStyle(contentDiv).width;
logWindow.style.height = logScroll.style.height;
logWindow.style.width = logScroll.style.width;
logWindow.scrollTop = logWindow.scrollHeight - logScrollHeight;
contentDiv.style.visibility = "visible"; // Now we're presentable
}
and this is the fire-break calculation: -
var outerStyle = getStyle(wholeScreen);
fireBreak = Number(outerStyle.paddingBottom.match("[0-9.]*"))
+ Number(outerStyle.borderBottomWidth.match("[0-9.]*"))
;
resizeContent();
EDIT 1: Ok, let me re-phrase the question: - How to I find out the height of my DIVs content with: -
width: 250px;
border: 3px solid green;
padding: 0.5em;
box-sizing: border-box;
I am currently having to do this: -
logScrollHeight = viewHeight -
(offsetTop + Number(getStyle(headerDiv).paddingBottom.match("[0-9.]*")));
Original question: -
This is bound to be a duplicate but after nearly an hour of looking I have found many similar/identical questions but no real answer :-(
Why aren't the boundryWith and padding deducted from height?
Thankfully the boundryBottomWidth and PaddingBottom return have been converted to pixels (including the "px" string sadly) but doesn't the standard say that the usable height should be returned?
To get the height of an element, you don't use getComputedStyle.
getComputedStyle should only be used to get the parsed values that are currently applied from different style-sheets. In other words, you can see it as a live style-sheet, only targeted to a single element, with standardized units.
But in no way it should be used to get the current height or width of an element. Too many factors may interfere with the set value, and an element can even have an height without having any CSS height rule set.
So yes... when the height CSS rule is set to auto, you will get the computed value, which may coincide with the real height of the element, but it also may not be so.
So in order to get the displayed height of an element, without the border and padding, we will need to do some calculations ourself.
Element#getBoundingClientRect() will give us the real displayed dimensions of our element, transformations included. .offsetHeight will give us the untransformed height including the border-box, and .clientHeight will give us the untransformed height with the padding-box.
This means that we will first have to get all the border and padding computed values, then get the current scale of our element, and finally remove the scaled padding + border boxes from the values we get with getBoundingClientRect.
Here is an example, which will draw a new rectangle div atop the element's bounding-box without padding and border boxes.
let marker;
scale.onclick = e => {
element.classList.toggle('scaled');
drawRect();
}
boxSizing.onclick = e => {
element.classList.toggle('boxSized');
drawRect();
}
function drawRect() {
// remove previous marker if any
if (marker && marker.parentNode) {
marker.remove();
marker = null;
}
// first get the border and padding values
let computed = getComputedStyle(element);
let borderLeft = parseFloat(computed.borderLeftWidth);
let borderWidth = borderLeft + parseFloat(computed.borderRightWidth);
let borderTop = parseFloat(computed.borderTopWidth);
let borderHeight = borderTop + parseFloat(computed.borderBottomWidth);
let paddingLeft = parseFloat(computed.paddingLeft);
let paddingWidth = paddingLeft + parseFloat(computed.paddingRight)
let paddingTop = parseFloat(computed.paddingTop);
let paddingHeight = paddingTop + parseFloat(computed.paddingBottom);
// get the current bounding rect, including the border-box
let rect = element.getBoundingClientRect();
// we need to get the current scale since the computed values don't know about it...
let scale = 1 / (element.offsetHeight / rect.height);
// the real displayed height and width without border nor padding
let height = rect.height - ((borderHeight + paddingHeight) * scale);
let width = rect.width - ((borderWidth + paddingWidth) * scale);
// create our rectangle
marker = document.createElement('div');
marker.classList.add('marker');
marker.style.height = height + 'px';
marker.style.width = width + 'px';
// we need to scale border + padding again
marker.style.top = (rect.top + (borderTop + paddingTop) * scale) + 'px';
marker.style.left = (rect.left + (borderLeft + paddingLeft) * scale) + 'px';
document.body.append(marker);
}
#element {
width: 250px;
border: 0.5em solid green;
padding: 0.5em;
margin-top: 12px;
}
#element.scaled {
transform: scale(2);
transform-origin: top left;
}
#element.boxSized {
box-sizing: border-box;
}
.marker {
position: fixed;
width: 3px;
background: rgba(0, 0, 0, .3)
}
<label>scale
<input id="scale" type="checkbox">
</label>
<label>box-sizing
<input id="boxSizing" type="checkbox">
</label>
<div id="element">
Hello
<br> world
</div>
when you set box-sizing as border-box:
The width and height properties include the content, the padding and border, but not the margin
So when you use getComputedStyle to get a element's height, of course it includes the height of padding and border.
you can have a look at box-sizing property and css box model

Move browser with mouse

I am looking to try and do something like this where the content is off the screen and when you move the mouse the browser follows it around. I was thinking it would be similar to this where the edge of the screen animates when the mouse moves.
It looks like in the original example they use JS to change the transform: matrix. On the second link the screen is animated using greensock and the following code to change the CSS:
// Mouse move tilt effect
$(document).mousemove(function(event){
// Detect mouse position
var xPos = (event.clientX/$(window).width())-0.5;
var yPos = (event.clientY/$(window).height())-0.5;
// Tilt the hero container
TweenLite.to($hero, 0.6, {rotationY:5*xPos, rotationX:5*yPos, ease:Power1.easeOut, transformPerspective:900, transformOrigin:"center"});
// Update text on the page with the current mouse position
$(".bottom strong").text(event.pageX + ", " + event.pageY);
});
Is it possible to do something similar to do what I need?
Based on how I understood your intentions basically what you need to do is.
Create a div container which has width and height greater than window size and fill it up with content
Create div container which has width and height equal to window and overflow: hidden and contains the container in 1.
Center container in 1 in 2 with transform: translateX(-25%) translateX(-25%); and transition: transform 1s;
After that
Detected mouse position
Calculate distance from center of window
And based on that add or remove up to 25% to the translateX and translateY value
EDIT:
document.querySelector('body').style.transition = 'transform 1s';
window.addEventListener('mousemove', event => {
const absMaxX = window.innerWidth / 2;
const absMaxY = window.innerHeight / 2;
const maxDistance = Math.sqrt(Math.pow(absMaxX, 2) + Math.pow(absMaxY, 2));
const mouseX = event.clientX;
const mouseY = event.clientY;
const directionX = mouseX - absMaxX >= 0 ? 1 : -1;
const directionY = mouseY - absMaxY >= 0 ? 1 : -1;
const distance = Math.sqrt(Math.pow(mouseX - absMaxX, 2) + Math.pow(mouseY - absMaxY, 2))
const translation = distance / maxDistance * 100;
document.querySelector('body').style.transform =
`translateX(${directionX * translation}px) translateY(${directionY * translation}px)`
});

Filling in the screen with a diamond grid with pure javascript (jsfiddle is available)

Those who solve this will get 150 reputation points once im eligible for a bounty.
https://jsfiddle.net/testopia/xzxe6y5k/
As you can see in the jsfiddle I did some trigonometric calculations to figure out the exact position for the adjacent placements.
The following formula gives me the exact positioning:
elem.offsetHeight * Math.cos(degrees converted into radians) + elem.offsetTop
elem.offsetWidth * Math.cos(degrees converted into radians) + elem.offsetLeft
Of course the same thing is also possible by getting the vertex points, the code would just be larger. Here a small example:
elem.offsetLeft + elem.offsetWidth
elem.offsetTop + elem.offsetHeight
Anyways, I figure that automatic placement is pretty hard. I mean I am trying to achieve something like in the image below: http://www.purplesquirrels.com.au/wp-content/uploads/2015/02/dg.png
Question: So how can I make the diamond grid spread to the full height and width of the screen / container from the center? Not a loop from left to right and top to bottom but starting from the center in a somewhat circular way.
I was able to get the screen filled with two while loops. For now I used some static margins, so the spacings are not perfect, but I guess your computePosition function can help with generating the right spacings between the diamonds.
https://jsfiddle.net/xzxe6y5k/3/
var wrapper = document.getElementById('grid'), diamond = wrapper.children, newDiamond, prevDiamond, evenRow = true;
function createDiamonds() {
while (!newDiamond || newDiamond.getBoundingClientRect().bottom < window.innerHeight) {
evenRow = !evenRow;
prevDiamond = newDiamond;
newDiamond = wrapper.appendChild(document.createElement('div'));
if (prevDiamond) {
newDiamond.style.top = prevDiamond.getBoundingClientRect().bottom + 10 - (newDiamond.getBoundingClientRect().height / 2) + 'px';
if (evenRow) {
newDiamond.style.left = diamond[0].getBoundingClientRect().left + newDiamond.getBoundingClientRect().width / 2 + 7 + 'px';
}
}
while (newDiamond.getBoundingClientRect().right < window.innerWidth) {
prevDiamond = newDiamond;
newDiamond = wrapper.appendChild(document.createElement('div'));
newDiamond.style.left = prevDiamond.getBoundingClientRect().right + 10 + 'px';
newDiamond.style.top = prevDiamond.style.top;
}
}
}
createDiamonds();
#grid div {
background: black;
height: 25px;
width: 25px;
position: absolute;
transform: rotate(45deg)
}
<div id="grid"></div>

Limiting an element from appearing out of the screen

I'm trying to make a square appear at random positions of the screen. I have set it's position property to be absolute and in javascript i'm running a random number between 0 to 100, this will then be assigned as a percentage to top and left property. however if the random number was ~100 or a bit less the square will appear out of the screen. How do I fix this problem?
var shape1 = document.getElementById("shape1");
//creating random number to 100
function randomNum() {
var r = Math.random();
var y = (r * (100 - 0 + 1)) + 0;
var x = Math.floor(y);
console.log(x);
return x;
}
//reappear at random position
function reappear(object) {
object.style.left = randomNum().toString() + "%";
object.style.top = randomNum().toString() + "%";
object.style.display = "block";
}
reappear(shape1);
code: https://jsfiddle.net/y3m4ygow/1/
You can call the getBoundingClientRect method (MDN reference) on the object and check to see if its bottom property is bigger than window.innerHeight (means it's falling outside the window height), or if its right property is bigger than window.innerWidth (means it's falling outside the window width), and if so, call the reappear function again:
function reappear(object) {
object.style.left = randomNum().toString() + "%";
object.style.top = randomNum().toString() + "%";
object.style.display = "block";
var rect = object.getBoundingClientRect();
if(rect.right > window.innerWidth || rect.bottom > window.innerHeight)
reappear(object);
}
Fiddle update: https://jsfiddle.net/y3m4ygow/2/
As you can see what's happening here is sometimes the object falling out of the document because (the width or height of it + the randomized percentage) is more than document width or height.
For example, say that document width is 1000px and the random number turned out to be 90% (=900px), since the box width is 200px, so you will have 100px out of the screen.
Now you have two solutions:
First: As #Sidd noted, you can check whether the box is in or out using getBoundingClientRect this will return a variable for you having two properties one is bottom which is the distance of the box from the upper edge of the document, the other property is height which is the distance of the box from the left border of the screen.
Now what you can do is compare those two values with the document width and height.
Now by adding those three lines you'll have your problem solved:
var rect = object.getBoundingClientRect(); // getting the properties
if(rect.right > window.innerWidth // comparing width
|| rect.bottom > window.innerHeight) // comparing height
{reappear(object);} // re-randomizing
https://jsfiddle.net/y3m4ygow/2/
this WILL work, but it might produce some flickering with some browsers, and i'm not very comfortable about calling a function inside itself.
Second Solution is: which is what I would prefer you to do, is by not using a percentage, but using a fixed height and width values.
you can get the current height and weight values from the window object and substract your box dimensions from it:
var cHeight = window.innerHeight - 200;
var cWidth = window.innerWidth - 200;
set those two as the maximum value for the top and the right.
function topRandomNum() {
var r = Math.random();
var y = (r * (cHeight - 0 + 1)) + 0;
var x = Math.floor(y);
return x;
}
function rightRandomNum() {
var r = Math.random();
var y = (r * (cWidth - 0 + 1)) + 0;
var x = Math.floor(y);
return x;
}
and here's the fiddle for the second solution: https://jsfiddle.net/uL24u0e4/

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