Using constrain() p5 js - javascript

I'm trying to stop image(player, x, y) from going off the road and stop at leftWall and rightWall for a small p5 js project. No matter how I've tried implementing constrain(n, low, high) it will not work. So I've settled on using this instead:
if (x < leftWall) { x = leftWall;}
Can someone tell me how to correctly use constrain in this code?
const A_Key = 65;
const D_Key = 68;
const initialX = 350;
const initialY = 550;
let x = initialX;
let y = initialY;
let leftWall = 54;
let rightWall = 516;
function draw() {
background(bg);
image(player, x, y);
if (keyIsDown(A_Key)) {
x -= speed;
if (x < leftWall) {
x = leftWall;
}
}
if (keyIsDown(D_Key)) {
x += speed;
if (x > rightWall) {
x = rightWall;
}
}
}

You need to assign x to another variable each time you do a constrain
const A_Key = 65;
const D_Key = 68;
const initialX = 350;
const initialY = 550;
let x = initialX;
let y = initialY;
let leftWall = 54;
let rightWall = 516;
let img; // Declare variable 'img'.
let speed = 10;
function setup() {
createCanvas(2000, 720);
img = loadImage('s.jpg'); // Load the image
}
function draw() {
background(220);
let xc = constrain(x, leftWall, rightWall);
image(img, xc, y);
// Draw the walls.
stroke(150);
line(leftWall, 0, leftWall,height);
line(rightWall, 0, rightWall,height);
if (keyIsDown(A_Key)) {
x -= speed;
}
if (keyIsDown(D_Key)) {
x += speed;
}
}
This is for reference:
https://p5js.org/reference/#/p5/constrain

Related

How can I reverse the direction of this square after it reaches a certain value?

I'm trying to create an idle animation where the red rectangle moves back and forth slightly in a loop. For some reason once it reaches the specified threshhold instead of proceeding to move in the opposite direction, it just stops.
What did I do wrong?
<canvas id="myCanvas" width="1500" height="500" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
// Spaceship structure
var shipWidth = 250;
var shipHeight = 100;
// Canvas parameters
var cWidth = canvas.width;
var cHeight = canvas.height;
// Positioning variables
var centerWidthPosition = (cWidth / 2) - (shipWidth / 2);
var centerHeightPosition = (cHeight / 2) - (shipHeight / 2);
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
function drawShip(){
ctx.clearRect(0, 0, cWidth, cHeight);
ctx.fillStyle = "#FF0000";
ctx.fillRect(centerWidthPosition,centerHeightPosition,shipWidth,shipHeight);
centerWidthPosition--;
if (centerWidthPosition < 400){
++centerWidthPosition;
}
requestAnimationFrame(drawShip);
}
drawShip();
</script>
#TheAmberlamps explained why it's doing that. Here I offer you a solution to achieve what I believe you are trying to do.
Use a velocity variable that changes magnitude. X position always increases by velocity value. Velocity changes directions at screen edges.
// use a velocity variable
var xspeed = 1;
// always increase by velocity
centerWidthPosition += xspeed;
// screen edges are 0 and 400 in this example
if (centerWidthPosition > 400 || centerWidthPosition < 0){
xspeed *= -1; // change velocity direction
}
I added another condition in your if that causes the object to bounce back and forth. Remove the selection after || if you don't want it doing that.
Your function is caught in a loop; once centerWidthPosition reaches 399 your conditional makes it increment back up to 400, and then it decrements back to 399.
here is another one as a brain teaser - how would go by making this animation bounce in the loop - basically turn text into particles and then reverse back to text and reverse back to particles and back to text and so on and on and on infinitely:
var random = Math.random;
window.onresize = function () {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
};
window.onresize();
var ctx = canvas.getContext('2d');
ctx.font = 'bold 50px "somefont"';
ctx.textBaseline = 'center';
ctx.fillStyle = 'rgba(255,255,255,1)';
var _particles = [];
var particlesLength = 0;
var currentText = "SOMETEXT";
var createParticle = function createParticle(x, y) {_particles.push(new Particle(x, y));};
var checkAlpha = function checkAlpha(pixels, i) {return pixels[i * 4 + 3] > 0;};
var createParticles = function createParticles() {
var textSize = ctx.measureText(currentText);
ctx.fillText(currentText,Math.round((canvas.width / 2) - (textSize.width / 2)),Math.round(canvas.height / 2));
var imageData = ctx.getImageData(1, 1, canvas.width, canvas.height);
var pixels = imageData.data;
var dataLength = imageData.width * imageData.height;
for (var i = 0; i < dataLength; i++) {
var currentRow = Math.floor(i / imageData.width);
var currentColumn = i - Math.floor(i / imageData.height);
if (currentRow % 2 || currentColumn % 2) continue;
if (checkAlpha(pixels, i)) {
var cy = ~~(i / imageData.width);
var cx = ~~(i - (cy * imageData.width));
createParticle(cx, cy);
}}
particlesLength = _particles.length;
};
var Point = function Point(x, y) {
this.set(x, y);
};
Point.prototype = {
set: function (x, y) {
x = x || 0;
y = y || x || 0;
this._sX = x;
this._sY = y;
this.reset();
},
add: function (point) {
this.x += point.x;
this.y += point.y;
},
multiply: function (point) {
this.x *= point.x;
this.y *= point.y;
},
reset: function () {
this.x = this._sX;
this.y = this._sY;
return this;
},
};
var FRICT = new Point(0.98);//set to 0 if no flying needed
var Particle = function Particle(x, y) {
this.startPos = new Point(x, y);
this.v = new Point();
this.a = new Point();
this.reset();
};
Particle.prototype = {
reset: function () {
this.x = this.startPos.x;
this.y = this.startPos.y;
this.life = Math.round(random() * 300);
this.isActive = true;
this.v.reset();
this.a.reset();
},
tick: function () {
if (!this.isActive) return;
this.physics();
this.checkLife();
this.draw();
return this.isActive;
},
checkLife: function () {
this.life -= 1;
this.isActive = !(this.life < 1);
},
draw: function () {
ctx.fillRect(this.x, this.y, 1, 1);
},
physics: function () {
if (performance.now()<nextTime) return;
this.a.x = (random() - 0.5) * 0.8;
this.a.y = (random() - 0.5) * 0.8;
this.v.add(this.a);
this.v.multiply(FRICT);
this.x += this.v.x;
this.y += this.v.y;
this.x = Math.round(this.x * 10) / 10;
this.y = Math.round(this.y * 10) / 10;
}
};
var nextTime = performance.now()+3000;
createParticles();
function clearCanvas() {
ctx.fillStyle = 'rgba(0,0,0,1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
(function clearLoop() {
clearCanvas();
requestAnimationFrame(clearLoop);
})();
(function animLoop(time) {
ctx.fillStyle = 'rgba(255,255,255,1)';
var isAlive = true;
for (var i = 0; i < particlesLength; i++) {
if (_particles[i].tick()) isAlive = true;
}
requestAnimationFrame(animLoop);
})();
function resetParticles() {
for (var i = 0; i < particlesLength; i++) {
_particles[i].reset();
}}

How to make the car move in a path

I am developing a animation in javascript where a car moves towards a person and picks but currently instead of a path I am just driving diagonally to the person with below code.
Car.prototype.main = function() {
var angle = angleBetweenTwoPoints(this.target.position, this.position);
var cos = Math.cos(degreeToRadian(angle)) * -1;
var sin = Math.sin(degreeToRadian(angle));
var _this = _super.call(this) || this;
this.angle = angle;
this.position.x += cos * this.speed;
this.position.y -= sin * this.speed;
if (distance(this.position, this.target.position) < 10 && this.image == GameImage.getImage("hero") ) {
this.target.position.x = Math.random() * mainCanvas.width;
this.target.position.y = Math.random() * mainCanvas.height;
this.hitCount++;
console.log(hitCount);
ctx.fillText("points : " + hitCount, 32, 32);
this.changeImage = true;
_this.speed = 3;
this.changeImageTime = Date.now() + 600; //0.5 sec from now.
this.image = (this.image == GameImage.getImage("hero"))? GameImage.getImage("hero_other") : GameImage.getImage("hero");
}
if(this.changeImage){
if(Date.now() > this.changeImageTime){
this.changeImage = false;
_this.speed = 9;
this.image = (this.image == GameImage.getImage("hero_other"))? GameImage.getImage("hero") : GameImage.getImage("hero_other");
}
}
};
return Car;
}(Actor));
But instaed of this I want to follow a path.I also created some grids when u click the image it logs the console which grid it is.But I am unable move the car in a path.For complete understanding the animation is in
animation.
Any help is appreciated
Waypoints as a queue.
For waypoints path following you use a type of array called a queue. As the name suggests the queue holds items that need to be used, specifically they need to be used in the order in which they arrive. The first object on the queue is the first object out (unless you push in line)
In javascript a queue is easy to implement using an array.
const path = {
points : [],
currentPos : null,
dist : 0,
totalDistMoved : 0,
atEnd : false,
addPoint(x,y) {
if(this.currentPos === null){
this.currentPos = { x :0,y : 0};
this.dist = 0;
this.totalDistMoved = 0;
}
this.points.push({x,y}) ;
},
moveAlong(dist){
if(dist > 0){
if(this.points.length > 1){
var x = this.points[1].x - this.points[0].x;
var y = this.points[1].y - this.points[0].y;
var len = Math.sqrt(x*x+y*y) ;
if(len - this.dist < dist){
this.points.shift();
dist -= (len - this.dist);
this.totalDistMoved += (len - this.dist);
this.dist = 0;
this.moveAlong(dist);
return;
}
const frac = this.dist + dist / len;
this.currentPos.x = this.points[0].x + x * frac;
this.currentPos.y = this.points[0].y + y * frac;
this.dist += dist;
this.totalDistMoved += dist;
}else{
this.currentPos.x = this.points[0].x;
this.currentPos.y = this.points[0].y;
this.dist = 0;
this.atEnd = true;
}
}
}
}
To use
Add some way points.
path.addPoint(1,1);
path.addPoint(100,20);
path.addPoint(110,120);
path.addPoint(210,120);
path.addPoint(250,420);
Then for each step of the animations get a distance along
path.moveAlong(10); // move ten pixels
and use the current position
ctx.drawImage(car,path.currentPos.x,path.currentPos.y);
You know you have reached the end of the path when.
if(path.atEnd) {
// you have arrived
}
And at any time you know how far you have moved with
path.totalDistMoved
This is meant for animations that only play forward. It will ignore negative distances as way points are dumped when you have passed them
You will need to make some modifications if you wish to reuse the path object, or if the waypoints are being added as you go
A simple example.
Thing moves along at constant speed. Click on page to add more waypoints.
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function mainLoop(time){
gTime = !gTime ? time : gTime;
fTime = time - gTime;
gTime = time;
if(canvas.width !== innerWidth || canvas.height !== innerHeight){
canvas.width = innerWidth;
canvas.height = innerHeight;
}else{
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
}
if(mouse.button){
if(!point){
point = {x:0,y:0};
path.addPoint(point);
}
point.x = mouse.x;
point.y = mouse.y;
}else{
if(point){ point = null }
}
ctx.beginPath();
var i = 0;
while(i < path.points.length){ ctx.lineTo(path.points[i].x,path.points[i++].y)}
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.stroke();
var i = 0;
while(i < path.points.length){ ctx.strokeRect(path.points[i].x-4,path.points[i++].y-4,8,8)}
path.moveAlong(4 * fTime / 100);
var x = path.currentPos.x - thingPos.x;
var y = path.currentPos.y - thingPos.y;
thingPos.x = path.currentPos.x;
thingPos.y = path.currentPos.y;
drawThing(thingPos.x,thingPos.y,Math.atan2(y,x));
requestAnimationFrame(mainLoop);
}
var point;
const thingPos = {x:0,y:0};
const path = {
points : [],
currentPos : null,
distAlong : 0,
totalDistMoved : 0,
atEnd : false,
addPoint(x,y) {
if(y === undefined){
this.points.push(x); // add point as object
return;
}
if(this.currentPos === null){
this.currentPos = { x :0,y : 0};
this.distAlong = 0;
this.totalDistMoved = 0;
}
this.points.push({x,y}) ;
},
moveAlong(dist){
if(dist > 0){
if(this.points.length > 1){
var x = this.points[1].x - this.points[0].x;
var y = this.points[1].y - this.points[0].y;
var len = Math.sqrt(x*x+y*y) ;
if(len - this.distAlong < dist){
this.points.shift();
dist -= (len - this.distAlong);
this.totalDistMoved += (len - this.distAlong);
this.distAlong = 0;
this.moveAlong(dist);
return;
}
const frac = (this.distAlong + dist) / len;
this.currentPos.x = this.points[0].x + x * frac;
this.currentPos.y = this.points[0].y + y * frac;
this.distAlong += dist;
this.totalDistMoved += dist;
}else{
this.currentPos.x = this.points[0].x;
this.currentPos.y = this.points[0].y;
this.distAlong = 0;
this.atEnd = true;
}
}
}
}
path.addPoint(20,20);
path.addPoint(120,20);
path.addPoint(220,120);
path.addPoint(320,120);
path.addPoint(420,20);
function mouseEvents(e) {
const m = mouse;
m.x = e.pageX;
m.y = e.pageY;
m.button = e.type === "mousemove" ? m.button : e.type === "mousedown";
}
function drawThing(x,y,dir) {
ctx.setTransform(1,0,0,1,x,y);
ctx.rotate(dir);
ctx.fillStyle = "red";
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
ctx.beginPath();
var i = 0;
while(i < thing.length){ ctx.lineTo(thing[i++],thing[i++]) };
ctx.closePath();
ctx.fill();
ctx.stroke();
}
const thing = [-20,-10,20,-10,22,-7,22,7,20,10,-20,10];
var gTime; // global and frame time
var fTime;
const mouse = { x:0,y:0,button:false};
["mousemove","mousedown","mouseup"].forEach(t=>document.addEventListener(t,mouseEvents));
canvas {
position: absolute;
top : 0px;
left : 0px;
}
<canvas id="canvas"></canvas>
click drag to add waypoints.

Adding falling objects with different colors

Here is the JavaScript for a catcher game I’m making. Some of the code was given, which is why I quite fully don’t understand how to do certain things. Right now, I’m have different faller objects that are basically red rectangles that vary in height and width. What I’m trying to do is make it so that the faller objects randomize between red and blue (blue showing up less) but I’m extremely confused as how to do so. I tried making it so that the colors added to game.fillstyle were randomized prior, but that doesn’t seem to be working. Any help or advice is greatly appreciated–doesn’t have to be an answer. I’m just looking to figure this out.
Also, if I should put all of the code in please let me know.
Here is the JSfiddle : https://jsfiddle.net/ianlizzo/4dLr48v0/7/#&togetherjs=irGLk3uxOE
(() => {
let canvas = document.getElementById("game");
let game = canvas.getContext("2d");
let lastTimestamp = 0;
const FRAME_RATE = 60;
const FRAME_DURATION = 1000 / FRAME_RATE;
let fallers = [];
let score = 0;
let colourValues = ["red", "blue"]
colourValues = {
red: "#ff0000",
blue: "#0000ff"
};
let colour = colourValues[Math.floor(Math.random()*colourValues.length)];
//ignore
//let scoreCount = document.getElementById("scoreCount”);
let showScore = function(){
scoreCount.innerHTML = "Your score is " + score;
};
let addScore = function(pointValue){
score += pointValue;
showScore();
};
let fallerIn = function(inside){
inside.captured = true;
addScore(inside.pointValue);
};
const DEFAULT_DESCENT = 0.0001; // This is per millisecond.
let Faller = function (x, y, width, height, dx = 0, dy = 0, ax = 0, ay = DEFAULT_DESCENT) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.captured = false;
this.pointValue = 5;
this.colour;
// Velocity.
this.dx = dx;
this.dy = dy;
// Acceleration.
this.ax = ax;
this.ay = ay;
};
Faller.prototype.draw = function () {
game.fillStyle = colour;
game.fillRect(this.x, this.y, this.width, this.height);
};
Faller.prototype.move = function (millisecondsElapsed) {
this.x += this.dx * millisecondsElapsed;
this.y += this.dy * millisecondsElapsed;
this.dx += this.ax * millisecondsElapsed;
this.dy += this.ay * millisecondsElapsed;
};
const DEFAULT_PLAYER_WIDTH = 65;
const DEFAULT_PLAYER_HEIGHT = 45;
const DEFAULT_PLAYER_Y = canvas.height - DEFAULT_PLAYER_HEIGHT;
let Player = function (x, y = DEFAULT_PLAYER_Y, width = DEFAULT_PLAYER_WIDTH, height = DEFAULT_PLAYER_HEIGHT) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
};
Player.prototype.draw = function () {
let grd = game.createLinearGradient(0, 200, 200, 0);
grd.addColorStop(0, "black");
grd.addColorStop(0.5, "red");
grd.addColorStop(1, "white");
game.fillStyle = grd;
game.fillRect(this.x, this.y, this.width, this.height);
game.fill();
};
let player = new Player(canvas.width / 2);
let draw = (millisecondsElapsed) => {
game.clearRect(0, 0, canvas.width, canvas.height);
fallers.forEach((faller) => {
faller.draw();
faller.move(millisecondsElapsed);
if (!(faller.captured)&&
faller.y + faller.height > canvas.height &&
faller.x + faller.width < player.x + player.width &&
faller.x > player.x){
fallerIn(faller);
}
});
player.draw();
fallers = fallers.filter((faller) => {
return faller.y < canvas.height;
});
};
const MIN_WIDTH = 10;
const WIDTH_RANGE = 20;
const MIN_HEIGHT = 10;
const HEIGHT_RANGE = 20;
const MILLISECONDS_BETWEEN_FALLERS = 750;
let fallerGenerator;
let startFallerGenerator = () => {
fallerGenerator = setInterval(() => {
let fallerWidth = Math.floor(Math.random() * WIDTH_RANGE) + MIN_WIDTH;
fallers.push(new Faller(
Math.floor(Math.random() * (canvas.width - fallerWidth)), 0,
fallerWidth, Math.floor(Math.random() * HEIGHT_RANGE) + MIN_HEIGHT
));
}, MILLISECONDS_BETWEEN_FALLERS);
};
let stopFallerGenerator = () => clearInterval(fallerGenerator);
let setPlayerPositionBasedOnMouse = (event) => {
player.x = event.clientX / document.body.clientWidth * canvas.width;
};
document.body.addEventListener("mouseenter", setPlayerPositionBasedOnMouse);
document.body.addEventListener("mousemove", setPlayerPositionBasedOnMouse);
let running = false;
let nextFrame = (timestamp) => {
if (!lastTimestamp) {
lastTimestamp = timestamp;
}
if (timestamp - lastTimestamp < FRAME_DURATION) {
if (running) {
window.requestAnimationFrame(nextFrame);
}
return;
}
draw(timestamp - lastTimestamp);
lastTimestamp = timestamp;
if (running) {
window.requestAnimationFrame(nextFrame);
}
};
document.getElementById("start-button").addEventListener("click", () => {
running = true;
lastTimestamp = 0;
startFallerGenerator();
window.requestAnimationFrame(nextFrame);
});
document.getElementById("stop-button").addEventListener("click", () => {
stopFallerGenerator();
running = false;
});
})();
let colourValues = ["red", "blue"]
/* colourValues.length will be undefined for object.
colourValues = {
red: "#ff0000",
blue: "#0000ff"
};*/
let colour = colourValues[Math.floor(Math.random()*colourValues.length)];
See this fiddle
Random color generator should generate red for 75% times.
Faller.prototype.randomColour = function() {
return colourValues[Math.floor(Math.random() * colourValues.length * 0.75)];
};
Faller should use its own color to fill
Faller.prototype.draw = function() {
game.fillStyle = this.colour;
game.fillRect(this.x, this.y, this.width, this.height);
};
which was assigned in Faller constructor.
this.colour = this.randomColour();
I couldn't figure out how to set ES6 in jsFiddle. So it is done in ES5
let colourValues = ["red", "blue", "red", "red"];
game.fillStyle = colourValues[Math.floor(Math.random()*colourValues.length)];
plnkr http://plnkr.co/edit/uY5hm8Pkaoklfr6Tikrd?p=preview

Canvas Asteroids game

I'm making Asteroids game in html5 with canvas. I've made moveable ship, which can rotate right and left and can move forward. I've added friction to slow it down when keys aren't pressed. Next thing to do is shooting bullets/lasers. I have yet only one shot and bullet goes forward, but it follow the movement of ship too :/ I don't know how to detach it from the ship and how to make more bullets.
Here's the code:
window.addEventListener('keydown',doKeyDown,true);
window.addEventListener('keyup',doKeyUp,true);
var canvas = document.getElementById('pageCanvas');
var context = canvas.getContext('2d');
var angle = 0;
var H = window.innerHeight; //*0.75,
var W = window.innerWidth; //*0.75;
canvas.width = W;
canvas.height = H;
var xc = W/2; //zeby bylo w centrum :v
var yc = H/2; //jw.
var x = xc;
var y = yc;
var dv = 0.2;
var dt = 1;
var vx = 0;
var vy = 0;
var fps = 30;
var maxVel = 10;
var frict = 0.99;
var brakes = 0.90;
var keys = new Array();
var fire = false;
var laser = false;
///////////////////lasery xD
var lx = 25,
ly = 9,
lw = 4,
lh = 4;
function doKeyUp(evt){
keys[evt.keyCode] = false;
fire = false;
}
function doKeyDown(evt){
keys[evt.keyCode] = true;
}
//OOOOOOOOOOOOOOOOOOLASEROOOOOOOOOOOOOOOOOOOOOOOOOOO
function drawLaser() {
context.fillStyle = "red";
context.fillRect(lx,ly,lw,lh);
}
function moveLaser() {
lx += 2;
}
//OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
function ogienZdupy(){
context.fillStyle = "red";
context.beginPath();
context.moveTo(-2,2);
context.lineTo(2,10);
context.lineTo(-2,18);
context.lineTo(-25,10);
context.lineTo(-2,2);
context.strokeStyle = "red";
context.stroke();
}
function convertToRadians(degree) {
return degree*(Math.PI/180);
}
function incrementAngle() {
angle += 5;
if(angle > 360){
angle = 0;
}
}
function decrementAngle(){
angle -= 5;
if(angle > 360){
angle = 0;
}
}
function xyVelocity(){
vx += dv * Math.cos(convertToRadians(angle)); //* friction;
vy += dv * Math.sin(convertToRadians(angle)); //* friction;
if(vx > maxVel){
vx = maxVel;
}
if(vy > maxVel){
vy = maxVel;
}
}
function shipMovement(){
if(38 in keys && keys[38]){
xyVelocity();
fire = true;
}
if(40 in keys && keys[40]){
vx = 0;
vy = 0;
}
if(37 in keys && keys[37]){
decrementAngle();
};
if (39 in keys && keys[39]){
incrementAngle();
};
if (32 in keys && keys[32]){
laser = true;
};
}
function xyAndFriction(){
x += vx * dt;
y += vy * dt;
vx *= frict;
vy *= frict;
}
function outOfBorders(){
if(x > W){
x = x - W;
}
if(x< 0){
x = W;
}
if(y > H){
y = y - H;
}
if(y < 0){
y = H;
}
}
function blazeatron420(){
context.beginPath();
context.moveTo(0,0);
context.lineTo(20,10);
context.lineTo(0,20);
context.lineTo(7,10);
context.lineTo(0,0);
context.strokeStyle = "green";
context.stroke();
}
function space(){
context.fillStyle = "black";
context.fillRect(0,0,W,H);
}
function drawEverything() {
shipMovement();
xyAndFriction();
outOfBorders();
//context.save();
space();
context.save();
context.translate(x,y);
//context.translate(25,25);
context.rotate(convertToRadians(angle));
context.translate(-7,-10);
if(fire){
ogienZdupy();
}
if(laser){
drawLaser();
moveLaser();
}
context.fillStyle = "green";
//context.fillText(vx + " km/h",50,50);
/*context.fillText("dupa",-30,0);
context.beginPath();
context.moveTo(-20,5);
context.lineTo(-5,10);
context.strokeStyle = "green"; //KOLOR LINII ;_;
context.stroke();*/
blazeatron420();
context.restore();
}
setInterval(drawEverything, 20);
And the fiddle http://jsfiddle.net/tomasthall/q40zvd6v/1/
I moved your laser drawing out of the rotated context.
Initiated lx and ly to x y in the moment of firing.
laser = true;
lx = x;
ly = y;
http://jsfiddle.net/q40zvd6v/2/
Now you need to just give the laser a proper vector.
That can be calculated from the angle of your ship and some trigonometry.
if (32 in keys && keys[32]){
laser = true;
lx = x;
ly = y;
var angle_in_radians = convertToRadians(angle);
lvx = Math.cos(angle_in_radians);
lvy = Math.sin(angle_in_radians);
};
And it shoots fine now:
http://jsfiddle.net/q40zvd6v/4/
Looks much nicer if you add the ship vector to projectile vector though.
if (32 in keys && keys[32]){
laser = true;
lx = x;
ly = y;
var angle_in_radians = convertToRadians(angle);
lvx = Math.cos(angle_in_radians);
lvy = Math.sin(angle_in_radians);
lvx += vx;
lvy += vy;
};
http://jsfiddle.net/q40zvd6v/5/
Good luck on your game :>
this be your problem right here:
context.rotate(convertToRadians(angle));
context.translate(-7,-10);
you rotate everything on the canvas..
when in fact you should only be rotating the blazeatron420
Please look at this question:
How do I rotate a single object on an html 5 canvas?
and see the solutions for rotating a single "object"..

How to make the objects fall in javascript?

I am trying to make this game, you should not collide the falling object. I have the objects falling and I have my black square, but it flashes when I run it and Im not sure how to make the code stop when the two objects collide together.
here is the code that I have so far!
<html>
<body>
<canvas id="canvasRegn" width="600" height="450"style="margin:100px;"></canvas>
<script>
var ctx;
var imgBg;
var imgDrops;
var noOfDrops = 50;
var fallingDrops = [];
function drawBackground(){
ctx.drawImage(imgBg, 0, 0); //Background
}
function draw() {
drawBackground();
for (var i=0; i< noOfDrops; i++)
{
ctx.drawImage (fallingDrops[i].image, fallingDrops[i].x, fallingDrops[i].y); //The rain drop
fallingDrops[i].y += fallingDrops[i].speed; //Set the falling speed
if (fallingDrops[i].y > 480) { //Repeat the raindrop when it falls out of view
fallingDrops[i].y = -25 //Account for the image size
fallingDrops[i].x = Math.random() * 800; //Make it appear randomly along the width
}
}
}
function setup() {
var canvas = document.getElementById('canvasRegn');
if (canvas.getContext) {
ctx = canvas.getContext('2d');
imgBg = new Image();
imgBg.src = "http://www.hamdancommunications.com/HComm/img/wite%20square.png";
setInterval(draw, 36);
for (var i = 0; i < noOfDrops; i++) {
var fallingDr = new Object();
fallingDr["image"] = new Image();
fallingDr.image.src = 'http://s18.postimg.org/o6jpmdf9x/Line1.jpg';
fallingDr["x"] = Math.random() * 800;
fallingDr["y"] = Math.random() * 5;
fallingDr["speed"] = 3 + Math.random() * 5;
fallingDrops.push(fallingDr);
anotherGame();
}
}
}
setup();
function anotherGame(){
var canvas = document.getElementById("canvasRegn");
var ctx = canvas.getContext('2d');
canvas.addEventListener("mousedown", clicked);
canvas.addEventListener("mousemove", moved);
canvas.addEventListener("mouseup", released);
var isclicked = 0;
var square = new Object();
square.color = "black";
square.x = 100;
square.y = 100;
square.w = 50;
square.h = 50;
var offX = 0;
var offY = 0;
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = square.color;
ctx.fillRect(square.x,square.y,square.w,square.h);
}
function game(){
}
function clicked(e){
var x = e.offsetX;
var y = e.offsetY;
if(x >= square.x && x <= square.x + square.w &&
y >= square.y && y <= square.y + square.h){
isclicked = 1;
offX = x - square.x;
offY = y - square.y;
}
}
function moved(e){
if(isclicked == 1){
var x = e.offsetX;
var y = e.offsetY;
square.x = x - offX;
square.y = y - offY;
}
}
function released(e){
var x = e.offsetX;
var y = e.offsetY;
isclicked = 0;
}
var drawtimer = setInterval(draw, 1000/30);
var gametimer = setInterval(game, 1000/10);
}
</script>
</body>
</html>

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