why is contact detection code not working in JS - javascript

I have a game that uses contact detection in html canvas, but none of the code works until the character passes that blocks x-position.
Example: If character x-pos is 500, and block x-pos is 600, character can go through block. But once character x-pos is greater than 600, it can't go through the block until the game restarts.
Second Example: If there are 2 blocks, if the character is past the first block but not the second, it can still go through the second block.
I don't know what the problem is, so could you help me?
Code:
html code:
<!DOCTYPE html>
<html>
<head>
<style>
body {
height: 100vh;
width: 100vw;
margin: 0;
display: flex;
align-items: center;
justify-content: center;
overflow: hidden;
}
canvas {
display: block;
}
</style>
</head>
<body>
<canvas></canvas>
</body>
<script src='SideScrollerInitilize.js'></script>
<script src='SideScrollerOther.js'></script>
<script src='SideScrollerClasses.js'></script>
<script src='SideScrollerKeyDectection.js'></script>
<script src='SideScrollerContact.js'></script>
<script src='SideScrollerUpdate.js'></script>
<script src='SideScrollerMain.js'></script>
</html>
Contact Detection(JS) code:
function ContactDetection() {
platforms.forEach((platform)=>{
if (player.position.y + player.height <= platform.position.y && player.position.y + player.height + player.velocity.y >= platform.position.y && player.position.x + player.width >= platform.position.x && player.position.x <= platform.position.x + platform.width) {
player.velocity.y = 0
player.touchingGround = true
}
if (player.position.y >= platform.position.y + platform.height && player.position.y + player.velocity.y < platform.position.y + platform.height && player.position.x + player.width >= platform.position.x && player.position.x <= platform.position.x + platform.width) {
player.position.y += player.velocity.y
player.velocity.y = 0
}
})
platforms.forEach((platform)=>{
if (player.position.y + player.height > platform.position.y && player.position.y < platform.position.y + platform.height && player.position.x + player.width <= platform.position.x && player.position.x + player.width + player.velocity.x > platform.position.x) {
player.velocity.x = 0
player.moveRight = false
} else {
player.moveRight = true
}
})
platforms.forEach((platform)=>{
if (player.position.y + player.height > platform.position.y && player.position.y < platform.position.y + platform.height && player.position.x >= platform.position.x + platform.width && player.position.x + player.velocity.x < platform.position.x + platform.width) {
player.velocity.x = 0
player.moveLeft = false
} else {
player.moveLeft = true
}
})
if (distance >= 2000) {
console.log('you win')
}
if (player.position.y > canvas.height) {
init()
}
}
update code:
const canvas = document.querySelector('canvas')
const c = canvas.getContext('2d')
const gravity = 0.5
let distance = 0
let playerSpeed = 5
let player
let genericObjects = []
let platforms = []
canvas.height = 500
canvas.width = 700
function CombinedUpdate() {
update()
ContactDetection()
}
init()
setInterval(CombinedUpdate, 16)
Initilization code:
function init() {
distance = 0
genericObjects = [new GenericObject(0, 0, canvas.height*(7/8), createImage('mountain.png'))]
platforms = [new Platform(0, 363, 800, 40), new Platform(880, 250, 200, 200), new Platform(1200, 210, 100, 209), new Platform(1500, 393, 200, 40), new Platform(1900, 273, 400, 20)]
player = new Player('stickman-removebg.png', 20)
}
Key detection code:
addEventListener('keydown', (event) => {
let key = event.key
switch (key) {
case 'ArrowRight':
case 'd':
case 'D':
player.keys.right = true
break
case 'ArrowLeft':
case 'a':
case 'A':
player.keys.left = true
break
case 'ArrowUp':
case 'w':
case 'W':
player.keys.jump = true
break
}
})
addEventListener('keyup', (event) => {
let key = event.key
switch (key) {
case 'ArrowRight':
case 'd':
case 'D':
player.keys.right = false
break
case 'ArrowLeft':
case 'a':
case 'A':
player.keys.left = false
break
case 'ArrowUp':
case 'w':
case 'W':
player.keys.jump = false
break
}
})
more update code:
function update() {
c.clearRect(0, 0, canvas.width, canvas.height)
c.fillStyle = 'skyBlue'
c.fillRect(0, 0, canvas.width, canvas.height)
genericObjects.forEach((object) => {
object.draw()
})
platforms.forEach((platform)=>{
platform.draw()
})
player.update()
}
object template code:
class Player {
constructor(image, width) {
this.position = {x: 100, y:100}
this.velocity = {
x: 0,
y: 0
}
this.width = width
this.moveRight = true
this.moveLeft = true
this.height = width*2
this.image = createImage(image)
this.touchingGround = false
this.keys = {
jump: false,
left: false,
right: false
}
}
keyMove() {
if (this.keys.left == true && this.moveLeft == true) {
player.velocity.x = -playerSpeed
distance -= playerSpeed
} else if (this.keys.left == false && player.velocity.x < 0) {
player.velocity.x = 0
} else if (this.keys.right == true && this.moveRight == true) {
player.velocity.x = playerSpeed
distance += playerSpeed
} else if (this.keys.right == false && player.velocity.x > 0) {
player.velocity.x = 0
}
if (this.position.x < 0) {
this.velocity.x = 0
this.position.x = 0
}
if (this.keys.jump == true && this.touchingGround == true) {
player.velocity.y -= 12
this.keys.jump == false
}
}
draw() {
c.drawImage(this.image, this.position.x, this.position.y, this.width, this.height)
}
update() {
this.position.y += this.velocity.y
this.position.x += this.velocity.x
this.keyMove()
if (this.keys.right == true && player.position.x > 400 && distance <= 2000 && this.moveRight == true) {
this.velocity.x = 0
genericObjects.forEach((object)=>{
object.position.x -= playerSpeed * 0.66
})
platforms.forEach((platform)=>{
platform.position.x -= playerSpeed
})
}
if (this.keys.left == true && player.position.x < 200 && distance > 100 && this.moveLeft == true) {
this.velocity.x = 0
platforms.forEach((platform)=>{
platform.position.x += playerSpeed
})
genericObjects.forEach((object)=>{
object.position.x += playerSpeed * 0.66
})
}
this.draw()
if (this.position.y + this.height + this.velocity.y < canvas.height) {
this.velocity.y += gravity
this.touchingGround = false
}
}
}
class Platform {
constructor(x, y, width, height) {
this.position = {
x,
y
}
this.image = createImage('file:///C:/Users/fishm/Desktop/coding/platform.png')
this.width = width
this.height = height
}
draw() {
c.drawImage(this.image, this.position.x, this.position.y, this.width, this.height)
}
}
class GenericObject {
constructor(x, y, width, image) {
this.position = {
x,
y
}
this.image = image
this.width = width
this.height = this.width*(8/7)
}
draw() {
c.drawImage(this.image, this.position.x, this.position.y, this.width, this.height)
}
}
Code to create images:
function createImage(imageSrc) {
let image = new Image()
image.src = imageSrc
return image
}
Also, any suggestion to shorten or make this question better would be helpful too.

Related

Unexpected Result when Resolving Collision in JavaScript

I've been making a simple game just with the HTML5 canvas and plain JavaScript. Most recently I tried adding a feature to shoot bullets which would then destroy obstacles but I've come upon a problem. Whenever you shoot a bullet it doesn't move until another is shot. Even when it starts moving and collides with one of the obstacles nothing happens. I've done some troubleshooting and I can't seem to get to the bottom of it. Any help and/or suggestions would be greatly appreciated.
Collision handling code:
for(var i = 0; i < this.bullets.length - 1; i++) { // -1 is present because whenever I remove it I get an error. I have a feeling this may be related to the order of how everything updates, will be fixed
this.bullets[i].x += this.bullets[i].speed;
if(this.bullets[i].x > cvs.width) {
this.bullets.splice(i, 1);
}
for(var j = 0; j < obstacles.length - 1; j++) { // Same here
if(rectanglesColliding(this.bullets[i], obstacles[j])) {
console.log("Collision");
}
}
}
Full player object:
var player = {
score: 0,
x: 50,
y: 150,
radius: 10,
jumping: false,
bullets: [],
velocityX: 0,
velocityY: 1,
angle: 90,
update: function() {
this.draw();
this.score++;
if(this.y + this.radius + 2 > cvs.height - 50 && this.jumping === false || this.y - this.radius + 2 < 0 + 50 && this.jumping === true) {
this.velocityY = 0;
} else if(this.jumping === false){
this.velocityY = 4;
} else {
this.velocityY = -4;
}
obstacles.forEach((obstacle) => {
if(colliding(this, obstacle)) {
gameEnded = true;
}
});
this.x += this.velocityX;
this.y += this.velocityY;
for(var i = 0; i < this.bullets.length - 1; i++) { // -1 is present because whenever I remove it I get an error. I have a feeling this may be related to the order of how everything updates, will be fixed
this.bullets[i].x += this.bullets[i].speed;
if(this.bullets[i].x > cvs.width) {
this.bullets.splice(i, 1);
}
for(var j = 0; j < obstacles.length - 1; j++) { // Same here
if(rectanglesColliding(this.bullets[i], obstacles[j])) {
console.log("Collision");
}
}
}
},
draw: function() {
this.bullets.forEach((bullet) => {
ctx.fillStyle = 'green';
ctx.fillRect(bullet.x, bullet.y, 7, 2);
});
ctx.fillStyle = 'blue';
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
}
};
Collision Detection Function:
function rectanglesColliding(rect1, rect2) {
if(rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x && // Found on Mozilla.com: https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y) return true;
else return false;
}
Shoot Function:
function shoot() {
player.bullets.push({ x: player.x + 10, y: player.y, speed: 6 });
}
Object of the game:
Survive as long as you can by avoiding the obstacles.
Controls:
Space: Go up
W: Shoot Bullet
Full code snippet:
var cvs = document.getElementById('canvas');
var ctx = cvs.getContext("2d");
var gameEnded = false;
var player = {
score: 0,
x: 50,
y: 150,
radius: 10,
jumping: false,
bullets: [],
velocityX: 0,
velocityY: 1,
angle: 90,
update: function() {
this.draw();
this.score++;
if(this.y + this.radius + 2 > cvs.height - 50 && this.jumping === false || this.y - this.radius + 2 < 0 + 50 && this.jumping === true) {
this.velocityY = 0;
} else if(this.jumping === false){
this.velocityY = 4;
} else {
this.velocityY = -4;
}
obstacles.forEach((obstacle) => {
if(colliding(this, obstacle)) {
gameEnded = true;
}
});
this.x += this.velocityX;
this.y += this.velocityY;
for(var i = 0; i < this.bullets.length - 1; i++) {
this.bullets[i].x += this.bullets[i].speed;
if(this.bullets[i].x > cvs.width) {
this.bullets.splice(i, 1);
}
for(var j = 0; j < obstacles.length - 1; j++) {
if(rectanglesColliding(this.bullets[i], obstacles[j])) {
console.log("Collision");
// obstacles.splice(i, 1);
}
}
}
},
draw: function() {
this.bullets.forEach((bullet) => {
ctx.fillStyle = 'green';
ctx.fillRect(bullet.x, bullet.y, 7, 2);
});
ctx.fillStyle = 'blue';
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
}
};
var obstacles = [{ x: 150, y: 60, width: 10, height: 20 }];
document.addEventListener('keydown', (event) => {
if(event.key === ' ') {
player.jumping = true;
}
if(event.key === 'w') {
shoot();
}
});
document.addEventListener('keyup', (event) => {
if(event.key === ' ') {
player.jumping = false;
}
});
function randomIntFromRange(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
function getWidth() {
return Math.max(
document.body.scrollWidth,
document.documentElement.scrollWidth,
document.body.offsetWidth,
document.documentElement.offsetWidth,
document.documentElement.clientWidth
);
}
function getHeight() {
return Math.max(
document.body.scrollHeight,
document.documentElement.scrollHeight,
document.body.offsetHeight,
document.documentElement.offsetHeight,
document.documentElement.clientHeight
);
}
function colliding(circle, rect) {
var distX = Math.abs(circle.x - rect.x - rect.width / 2);
var distY = Math.abs(circle.y - rect.y - rect.height / 2);
if(distX > (rect.width / 2 + circle.radius)) return false;
if(distY > (rect.height / 2 + circle.radius)) return false;
if(distX <= (rect.width / 2)) return true;
if(distY <= (rect.height / 2)) return true;
}
function rectanglesColliding(rect1, rect2) {
if(rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y) {
return true;
}
}
function distance(x1, y1, x2, y2) {
const xDist = x2 - x1;
const yDist = y2 - y1;
return Math.sqrt(Math.pow(xDist, 2) + Math.pow(yDist, 2));
}
function shoot() {
player.bullets.push({ x: player.x + 10, y: player.y, speed: 6 });
}
function generateObstacle() {
var obstacle = {
x: obstacles[0].x + randomIntFromRange(cvs.width - 100, cvs.width + 70),
y: 0 + randomIntFromRange(20, 550),
width: randomIntFromRange(25, 35),
height: randomIntFromRange(10, 25)
};
for(var i = 0; i < obstacles.length; i++) {
if(distance(obstacle.x, obstacle.y, obstacles[i].x, obstacles[i].y) < 65) {
obstacle = {
x: obstacles[0].x + randomIntFromRange(cvs.width - 100, cvs.width + 70),
y: 0 + randomIntFromRange(20, 550),
width: randomIntFromRange(25, 35),
height: randomIntFromRange(10, 25)
};
i = -1;
}
}
obstacles.push({ x: obstacle.x, y: obstacle.y, width: obstacle.width, height: obstacle.height });
}
function removeBadObstacles() {
for(var i = 0; i < obstacles.length; i++) {
if(obstacles[i].x < 0) {
obstacles.splice(i, 1);
}
}
}
function updateObstacles() {
if(obstacles[obstacles.length - 1].x < cvs.width + 5) {
generateObstacle();
generateObstacle();
}
obstacles.forEach((obstacle) => {
obstacle.x -= 10;
ctx.fillStyle = 'red';
ctx.fillRect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
});
}
function init() {
cvs.width = getWidth();
cvs.height = getHeight();
update();
}
function update() {
if(gameEnded) {
ctx.font = '50px Verdana';
return ctx.fillText('Game Over', 110, cvs.height / 2);
}
requestAnimationFrame(update);
removeBadObstacles();
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, cvs.width, cvs.height);
updateObstacles();
player.update();
ctx.font = '30px Impact';
ctx.fillText("Score: " + player.score, 20, 40);
}
init();
<!DOCTYPE html>
<html>
<head>
<title>Game</title>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="text/javascript" src="./JS/main.js"></script>
</body>
</html>
when iterate through a array, the last item is at length-1 (which mean you should use < length, not < length-1)
the remove code should be obstacles.splice(j, 1); (i is the index for bullet)
you do not assign size to bullet (and you may also want to use this size when draw)
var cvs = document.getElementById('canvas');
var ctx = cvs.getContext("2d");
var gameEnded = false;
var player = {
score: 0,
x: 50,
y: 150,
radius: 10,
jumping: false,
bullets: [],
velocityX: 0,
velocityY: 1,
angle: 90,
update: function() {
this.draw();
this.score++;
if(this.y + this.radius + 2 > cvs.height - 50 && this.jumping === false || this.y - this.radius + 2 < 0 + 50 && this.jumping === true) {
this.velocityY = 0;
} else if(this.jumping === false){
this.velocityY = 4;
} else {
this.velocityY = -4;
}
obstacles.forEach((obstacle) => {
if(colliding(this, obstacle)) {
gameEnded = true;
}
});
this.x += this.velocityX;
this.y += this.velocityY;
for(var i = 0; i < this.bullets.length; i++) {//<==============
this.bullets[i].x += this.bullets[i].speed;
if(this.bullets[i].x > cvs.width) {
this.bullets.splice(i, 1);
}
for(var j = 0; j < obstacles.length; j++) {//<==============
if(rectanglesColliding(this.bullets[i], obstacles[j])) {
console.log("Collision");
obstacles.splice(j, 1);//<==============
}
}
}
},
draw: function() {
this.bullets.forEach((bullet) => {
ctx.fillStyle = 'green';
ctx.fillRect(bullet.x, bullet.y, 7, 2);
});
ctx.fillStyle = 'blue';
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
}
};
var obstacles = [{ x: 150, y: 60, width: 10, height: 20 }];
document.addEventListener('keydown', (event) => {
if(event.key === ' ') {
player.jumping = true;
}
if(event.key === 'w') {
shoot();
}
});
document.addEventListener('keyup', (event) => {
if(event.key === ' ') {
player.jumping = false;
}
});
function randomIntFromRange(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
function getWidth() {
return Math.max(
document.body.scrollWidth,
document.documentElement.scrollWidth,
document.body.offsetWidth,
document.documentElement.offsetWidth,
document.documentElement.clientWidth
);
}
function getHeight() {
return Math.max(
document.body.scrollHeight,
document.documentElement.scrollHeight,
document.body.offsetHeight,
document.documentElement.offsetHeight,
document.documentElement.clientHeight
);
}
function colliding(circle, rect) {
var distX = Math.abs(circle.x - rect.x - rect.width / 2);
var distY = Math.abs(circle.y - rect.y - rect.height / 2);
if(distX > (rect.width / 2 + circle.radius)) return false;
if(distY > (rect.height / 2 + circle.radius)) return false;
if(distX <= (rect.width / 2)) return true;
if(distY <= (rect.height / 2)) return true;
}
function rectanglesColliding(rect1, rect2) {
if(rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y) {
return true;
}
}
function distance(x1, y1, x2, y2) {
const xDist = x2 - x1;
const yDist = y2 - y1;
return Math.sqrt(Math.pow(xDist, 2) + Math.pow(yDist, 2));
}
function shoot() {
player.bullets.push({ x: player.x + 10, y: player.y, speed: 6, width: 7, height: 6 }); //<====================
}
function generateObstacle() {
var obstacle = {
x: obstacles[0].x + randomIntFromRange(cvs.width - 100, cvs.width + 70),
y: 0 + randomIntFromRange(20, 550),
width: randomIntFromRange(25, 35),
height: randomIntFromRange(10, 25)
};
for(var i = 0; i < obstacles.length; i++) {
if(distance(obstacle.x, obstacle.y, obstacles[i].x, obstacles[i].y) < 65) {
obstacle = {
x: obstacles[0].x + randomIntFromRange(cvs.width - 100, cvs.width + 70),
y: 0 + randomIntFromRange(20, 550),
width: randomIntFromRange(25, 35),
height: randomIntFromRange(10, 25)
};
i = -1;
}
}
obstacles.push({ x: obstacle.x, y: obstacle.y, width: obstacle.width, height: obstacle.height });
}
function removeBadObstacles() {
for(var i = 0; i < obstacles.length; i++) {
if(obstacles[i].x < 0) {
obstacles.splice(i, 1);
}
}
}
function updateObstacles() {
if(obstacles[obstacles.length - 1].x < cvs.width + 5) {
generateObstacle();
generateObstacle();
}
obstacles.forEach((obstacle) => {
obstacle.x -= 10;
ctx.fillStyle = 'red';
ctx.fillRect(obstacle.x, obstacle.y, obstacle.width, obstacle.height);
});
}
function init() {
cvs.width = getWidth();
cvs.height = getHeight();
update();
}
function update() {
if(gameEnded) {
ctx.font = '50px Verdana';
return ctx.fillText('Game Over', 110, cvs.height / 2);
}
requestAnimationFrame(update);
removeBadObstacles();
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, cvs.width, cvs.height);
updateObstacles();
player.update();
ctx.font = '30px Impact';
ctx.fillText("Score: " + player.score, 20, 40);
}
init();
<!DOCTYPE html>
<html>
<head>
<title>Game</title>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="text/javascript" src="./JS/main.js"></script>
</body>
</html>

Uncaught TypeError: Cannot read property 'getContext' of null. In chrome app development

I am making an app for the Chrome Web Store. It is a clone of the Doodle Jump game. When I test and load it as an unpacked extension, this error keeps coming up.
Uncaught TypeError: Cannot read property 'getContext' of null
My code is here:
Javascript
function startGame() {
// RequestAnimFrame: a browser API for getting smooth animations
window.requestAnimFrame = (function() {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var width = 422,
height = 552;
canvas.width = width;
canvas.height = height;
//Variables for game
var platforms = [],
image = document.getElementById("sprite"),
player, platformCount = 10,
position = 0,
gravity = 0.2,
animloop,
flag = 0,
menuloop, broken = 0,
dir, score = 0, firstRun = true;
//Base object
var Base = function() {
this.height = 5;
this.width = width;
//Sprite clipping
this.cx = 0;
this.cy = 614;
this.cwidth = 100;
this.cheight = 5;
this.moved = 0;
this.x = 0;
this.y = height - this.height;
this.draw = function() {
try {
ctx.drawImage(image, this.cx, this.cy, this.cwidth, this.cheight, this.x, this.y, this.width, this.height);
} catch (e) {}
};
};
var base = new Base();
//Player object
var Player = function() {
this.vy = 11;
this.vx = 0;
this.isMovingLeft = false;
this.isMovingRight = false;
this.isDead = false;
this.width = 55;
this.height = 40;
//Sprite clipping
this.cx = 0;
this.cy = 0;
this.cwidth = 110;
this.cheight = 80;
this.dir = "left";
this.x = width / 2 - this.width / 2;
this.y = height;
//Function to draw it
this.draw = function() {
try {
if (this.dir == "right") this.cy = 121;
else if (this.dir == "left") this.cy = 201;
else if (this.dir == "right_land") this.cy = 289;
else if (this.dir == "left_land") this.cy = 371;
ctx.drawImage(image, this.cx, this.cy, this.cwidth, this.cheight, this.x, this.y, this.width, this.height);
} catch (e) {}
};
this.jump = function() {
this.vy = -8;
document.getElementById('audio').innerHTML='<audio src="sounds/pup.mp3" preload="auto" autoplay autobuffer></audio>'
};
this.jumpHigh = function() {
this.vy = -16;
document.getElementById('audio').innerHTML='<audio src="sounds/high.mp3" preload="auto" autoplay autobuffer></audio>'
};
};
player = new Player();
//Platform class
function Platform() {
this.width = 70;
this.height = 17;
this.x = Math.random() * (width - this.width);
this.y = position;
position += (height / platformCount);
this.flag = 0;
this.state = 0;
//Sprite clipping
this.cx = 0;
this.cy = 0;
this.cwidth = 105;
this.cheight = 31;
//Function to draw it
this.draw = function() {
try {
if (this.type == 1) this.cy = 0;
else if (this.type == 2) this.cy = 61;
else if (this.type == 3 && this.flag === 0) this.cy = 31;
else if (this.type == 3 && this.flag == 1) this.cy = 1000;
else if (this.type == 4 && this.state === 0) this.cy = 90;
else if (this.type == 4 && this.state == 1) this.cy = 1000;
ctx.drawImage(image, this.cx, this.cy, this.cwidth, this.cheight, this.x, this.y, this.width, this.height);
} catch (e) {}
};
//Platform types
//1: Normal
//2: Moving
//3: Breakable (Go through)
//4: Vanishable
//Setting the probability of which type of platforms should be shown at what score
if (score >= 5000) this.types = [2, 3, 3, 3, 4, 4, 4, 4];
else if (score >= 2000 && score < 5000) this.types = [2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4];
else if (score >= 1000 && score < 2000) this.types = [2, 2, 2, 3, 3, 3, 3, 3];
else if (score >= 500 && score < 1000) this.types = [1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3];
else if (score >= 100 && score < 500) this.types = [1, 1, 1, 1, 2, 2];
else this.types = [1];
this.type = this.types[Math.floor(Math.random() * this.types.length)];
//We can't have two consecutive breakable platforms otherwise it will be impossible to reach another platform sometimes!
if (this.type == 3 && broken < 1) {
broken++;
} else if (this.type == 3 && broken >= 1) {
this.type = 1;
broken = 0;
}
this.moved = 0;
this.vx = 1;
}
for (var i = 0; i < platformCount; i++) {
platforms.push(new Platform());
}
//Broken platform object
var Platform_broken_substitute = function() {
this.height = 30;
this.width = 70;
this.x = 0;
this.y = 0;
//Sprite clipping
this.cx = 0;
this.cy = 554;
this.cwidth = 105;
this.cheight = 60;
this.appearance = false;
this.draw = function() {
try {
if (this.appearance === true) ctx.drawImage(image, this.cx, this.cy, this.cwidth, this.cheight, this.x, this.y, this.width, this.height);
else return;
} catch (e) {}
};
};
var platform_broken_substitute = new Platform_broken_substitute();
//Spring Class
var spring = function() {
this.x = 0;
this.y = 0;
this.width = 26;
this.height = 30;
//Sprite clipping
this.cx = 0;
this.cy = 0;
this.cwidth = 45;
this.cheight = 53;
this.state = 0;
this.draw = function() {
try {
if (this.state === 0) this.cy = 445;
else if (this.state == 1) this.cy = 501;
ctx.drawImage(image, this.cx, this.cy, this.cwidth, this.cheight, this.x, this.y, this.width, this.height);
} catch (e) {}
};
};
var Spring = new spring();
function init() {
//Variables for the game
var dir = "left",
jumpCount = 0;
firstRun = false;
//Function for clearing canvas in each consecutive frame
function paintCanvas() {
ctx.clearRect(0, 0, width, height);
}
//Player related calculations and functions
function playerCalc() {
if (dir == "left") {
player.dir = "left";
if (player.vy < -7 && player.vy > -15) player.dir = "left_land";
} else if (dir == "right") {
player.dir = "right";
if (player.vy < -7 && player.vy > -15) player.dir = "right_land";
}
//Adding keyboard controls
document.onkeydown = function(e) {
var key = e.keyCode;
if (key == 37) {
dir = "left";
player.isMovingLeft = true;
} else if (key == 39) {
dir = "right";
player.isMovingRight = true;
}
if(key == 32) {
if(firstRun === true)
init();
else
reset();
}
};
document.onkeyup = function(e) {
var key = e.keyCode;
if (key == 37) {
dir = "left";
player.isMovingLeft = false;
} else if (key == 39) {
dir = "right";
player.isMovingRight = false;
}
};
//Accelerations produces when the user hold the keys
if (player.isMovingLeft === true) {
player.x += player.vx;
player.vx -= 0.15;
} else {
player.x += player.vx;
if (player.vx < 0) player.vx += 0.1;
}
if (player.isMovingRight === true) {
player.x += player.vx;
player.vx += 0.15;
} else {
player.x += player.vx;
if (player.vx > 0) player.vx -= 0.1;
}
//Jump the player when it hits the base
if ((player.y + player.height) > base.y && base.y < height) player.jump();
//Gameover if it hits the bottom
if (base.y > height && (player.y + player.height) > height && player.isDead != "lol") {
player.isDead = true;
document.getElementById('audio').innerHTML='<audio src="sounds/gameover.mp3" preload="auto" autoplay autobuffer></audio>'
}
//Make the player move through walls
if (player.x > width) player.x = 0 - player.width;
else if (player.x < 0 - player.width) player.x = width;
//Movement of player affected by gravity
if (player.y >= (height / 2) - (player.height / 2)) {
player.y += player.vy;
player.vy += gravity;
}
//When the player reaches half height, move the platforms to create the illusion of scrolling and recreate the platforms that are out of viewport...
else {
platforms.forEach(function(p, i) {
if (player.vy < 0) {
p.y -= player.vy;
}
if (p.y > height) {
platforms[i] = new Platform();
platforms[i].y = p.y - height;
}
});
base.y -= player.vy;
player.vy += gravity;
if (player.vy >= 0) {
player.y += player.vy;
player.vy += gravity;
}
score++;
}
//Make the player jump when it collides with platforms
collides();
if (player.isDead === true) gameOver();
}
//Spring algorithms
function springCalc() {
var s = Spring;
var p = platforms[0];
if (p.type == 1 || p.type == 2) {
s.x = p.x + p.width / 2 - s.width / 2;
s.y = p.y - p.height - 10;
if (s.y > height / 1.1) s.state = 0;
s.draw();
} else {
s.x = 0 - s.width;
s.y = 0 - s.height;
}
}
//Platform's horizontal movement (and falling) algo
function platformCalc() {
var subs = platform_broken_substitute;
platforms.forEach(function(p, i) {
if (p.type == 2) {
if (p.x < 0 || p.x + p.width > width) p.vx *= -1;
p.x += p.vx;
}
if (p.flag == 1 && subs.appearance === false && jumpCount === 0) {
subs.x = p.x;
subs.y = p.y;
subs.appearance = true;
jumpCount++;
}
p.draw();
});
if (subs.appearance === true) {
subs.draw();
subs.y += 8;
}
if (subs.y > height) subs.appearance = false;
}
function collides() {
//Platforms
platforms.forEach(function(p, i) {
if (player.vy > 0 && p.state === 0 && (player.x + 15 < p.x + p.width) && (player.x + player.width - 15 > p.x) && (player.y + player.height > p.y) && (player.y + player.height < p.y + p.height)) {
if (p.type == 3 && p.flag === 0) {
p.flag = 1;
jumpCount = 0;
return;
} else if (p.type == 4 && p.state === 0) {
player.jump();
p.state = 1;
} else if (p.flag == 1) return;
else {
player.jump();
}
}
});
//Springs
var s = Spring;
if (player.vy > 0 && (s.state === 0) && (player.x + 15 < s.x + s.width) && (player.x + player.width - 15 > s.x) && (player.y + player.height > s.y) && (player.y + player.height < s.y + s.height)) {
s.state = 1;
player.jumpHigh();
}
}
function updateScore() {
var scoreText = document.getElementById("score");
scoreText.innerHTML = score;
}
function gameOver() {
platforms.forEach(function(p, i) {
p.y -= 12;
});
if(player.y > height/2 && flag === 0) {
player.y -= 8;
player.vy = 0;
}
else if(player.y < height / 2) flag = 1;
else if(player.y + player.height > height) {
showGoMenu();
hideScore();
player.isDead = "lol";
}
}
//Function to update everything
function update() {
paintCanvas();
platformCalc();
springCalc();
playerCalc();
player.draw();
base.draw();
updateScore();
}
menuLoop = function(){return;};
animloop = function() {
update();
requestAnimFrame(animloop);
};
animloop();
hideMenu();
showScore();
}
function reset() {
hideGoMenu();
showScore();
player.isDead = false;
flag = 0;
position = 0;
score = 0;
base = new Base();
player = new Player();
Spring = new spring();
platform_broken_substitute = new Platform_broken_substitute();
platforms = [];
for (var i = 0; i < platformCount; i++) {
platforms.push(new Platform());
}
}
//Hides the menu
function hideMenu() {
var menu = document.getElementById("mainMenu");
menu.style.zIndex = -1;
}
//Shows the game over menu
function showGoMenu() {
var menu = document.getElementById("gameOverMenu");
menu.style.zIndex = 1;
menu.style.visibility = "visible";
var scoreText = document.getElementById("go_score");
scoreText.innerHTML = "Ваш результат " + score + " очков!";
}
//Hides the game over menu
function hideGoMenu() {
var menu = document.getElementById("gameOverMenu");
menu.style.zIndex = -1;
menu.style.visibility = "hidden";
}
//Show ScoreBoard
function showScore() {
var menu = document.getElementById("scoreBoard");
menu.style.zIndex = 1;
}
//Hide ScoreBoard
function hideScore() {
var menu = document.getElementById("scoreBoard");
menu.style.zIndex = -1;
}
function playerJump() {
player.y += player.vy;
player.vy += gravity;
if (player.vy > 0 &&
(player.x + 15 < 260) &&
(player.x + player.width - 15 > 155) &&
(player.y + player.height > 475) &&
(player.y + player.height < 500))
player.jump();
if (dir == "left") {
player.dir = "left";
if (player.vy < -7 && player.vy > -15) player.dir = "left_land";
} else if (dir == "right") {
player.dir = "right";
if (player.vy < -7 && player.vy > -15) player.dir = "right_land";
}
//Adding keyboard controls
document.onkeydown = function(e) {
var key = e.keyCode;
if (key == 37) {
dir = "left";
player.isMovingLeft = true;
} else if (key == 39) {
dir = "right";
player.isMovingRight = true;
}
if(key == 32) {
if(firstRun === true) {
init();
firstRun = false;
}
else
reset();
}
};
document.onkeyup = function(e) {
var key = e.keyCode;
if (key == 37) {
dir = "left";
player.isMovingLeft = false;
} else if (key == 39) {
dir = "right";
player.isMovingRight = false;
}
};
//Accelerations produces when the user hold the keys
if (player.isMovingLeft === true) {
player.x += player.vx;
player.vx -= 0.15;
} else {
player.x += player.vx;
if (player.vx < 0) player.vx += 0.1;
}
if (player.isMovingRight === true) {
player.x += player.vx;
player.vx += 0.15;
} else {
player.x += player.vx;
if (player.vx > 0) player.vx -= 0.1;
}
//Jump the player when it hits the base
if ((player.y + player.height) > base.y && base.y < height) player.jump();
//Make the player move through walls
if (player.x > width) player.x = 0 - player.width;
else if (player.x < 0 - player.width) player.x = width;
player.draw();
}
function update() {
ctx.clearRect(0, 0, width, height);
playerJump();
}
menuLoop = function() {
update();
requestAnimFrame(menuLoop);
};
menuLoop();
}
document.addEventListener("DOMContentLoaded", startGame, false);
<!DOCTYPE HTML>
<html>
<head>
<title>Doodle Jump</title>
<style type="text/css">
#import url(Gloria%20Hallelujah);
*{box-sizing: border-box;}
body {
margin: 0; padding: 0;
font-family: 'Gloria Hallelujah', cursive;
}
.container {
height: 552px;
width: 422px;
position: relative;
margin: 20px auto;
overflow: hidden;
}
canvas {
height: 552px;
width: 422px;
display: block;
background: url(images/Y0BMP.png) top left;
}
#scoreBoard {
width: 420px;
height: 50px;
background: rgba(182, 200, 220, 0.7);
position: absolute;
top: -3px;
left: 0;
z-index: -1;
border-image: url(images/5BBsR.png) 100 5 round;
}
#scoreBoard p {
font-size: 20px;
padding: 0;
line-height: 47px;
margin: 0px 0 0 5px;
}
img {display: none}
#mainMenu, #gameOverMenu {
height: 100%;
width: 100%;
text-align: center;
position: absolute;
top: 0;
left: 0;
z-index: 2;
}
#gameOverMenu {
visibility: hidden;
}
h2, h3, h1 {font-weight: normal}
h1 {
font-size: 60px;
color: #5a5816;
transform: rotate(-10deg);
margin: 0px;
}
h3 {text-align: right; margin: -10px 20px 0 0; color: #5e96be}
h3 a {color: #5a5816}
.button {
width: 105px;
height: 31px;
background: url(images/2WEhF.png) 0 0 no-repeat;
display: block;
color: #000;
font-size: 12px;
line-height: 31px;
text-decoration: none;
position: absolute;
left: 50%;
bottom: 50px;
margin-left: -53px;
}
.info {position: absolute; right: 20px; bottom: 00px; margin: 0; color: green}
.info .key {
width: 16px;
height: 16px;
background: url(images/2WEhF.png) no-repeat;
text-indent: -9999px;
display: inline-block;
}
.info .key.left {background-position: -92px -621px;}
.info .key.right {background-position: -92px -641px;}
</style>
</head>
<body><div style="position:absolute;z-index:999;padding:10px;top:0;right:0;background:#000" id="sxz03">
<div style="float:right;padding-left:10px"><img onclick="document.getElementById('sxz03').style.display='none'" src="images/x.gif" width="15" alt="" /></div>
<br>
<div style="position:absolute;top:-100px"></div>
</div>
<div class="container">
<canvas id="canvas"></canvas>
<div id="mainMenu">
<h1>doodle jump</h1>
<h3>A HTML5 game</h3>
<a class="button" href="javascript:init()">Play</a>
</div>
<div id="gameOverMenu">
<h1>Game Over!</h1>
<h3 id="go_score">Your score was ...</h3>
<a class="button" href="javascript:reset()">Play Again</a>
</div>
<!-- Preloading image ;) -->
<img id="sprite" src="images/2WEhF.png"/>
<div id="scoreBoard">
<p id="score">0</p>
</div>
</div>
<div id="audio"></div>
<script src="jquery.min.js"></script>
<script src="game.js"></script>
</body>
</html>
So when I run this, the intro works, but when I click the play button, nothing happens. If you want to run this code, I will put a download link for the folder that I used in this question.

Unexpected "Illegal return statement"

So i have my code here:
var canvas = document.getElementById('c');
var ctx = c.getContext('2d');
var player = {
x: 0,
y: 0,
width: 20,
height: 20,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false,
gravity: 0.35,
friction: 0,
glitchCooldown: 0,
keys: []
};
var walls = [];
walls.push({
x: 50,
y: 230,
width: 20,
height: 20
})
walls.push({
x: 150,
y: 230,
width: 20,
height: 20
})
player.y = canvas.height - player.width;
document.body.addEventListener("keydown", function(e) {
player.keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
player.keys[e.keyCode] = false;
});
function update() {
if (player.keys[68]) {
if (player.velX < player.speed) {
player.velX++;
}
};
if (player.keys[65]) {
if (player.velX > -player.speed) {
player.velX--;
}
};
if (player.keys[87]) {
if (!player.jumping) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed*2;
}
};
if (player.keys[74]) {
glitch('backward');
};
if (player.keys[75]) {
glitch('down')
};
if (player.keys[76]) {
glitch('forward')
};
player.velY += player.gravity;
player.velX *= player.friction;
player.x += player.velX;
player.y += player.velY;
ctx.clearRect(0, 0, canvas.width, canvas.height);
player.grounded = false;
for (var i = 0; i < walls.length; i++) {
rect('black', walls[i].x, walls[i].y, walls[i].width, walls[i].height);
var dir = colCheck(player, walls[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if (player.grounded){
player.velY = 0;
}
if (player.glitchCooldown <= 0) {
player.glitchCooldown = 0;
}
player.glitchCooldown--;
rect('black', player.x, player.y, player.width, player.height);
requestAnimationFrame(update);
};
requestAnimationFrame(update)
function rect(color, x, y, width, height) {
ctx.fillStyle = color;
ctx.fillRect(x, y, width, height);
}
function glitch(x) {
if (player.glitchCooldown <= 0) {
setTimeout(function(){player.width = 0}, 200);
setTimeout(function(){player.width = 20}, 220);
setTimeout(function(){player.width = 0}, 400);
setTimeout(function(){player.width = 20}, 420);
setTimeout(function(){player.width = 0}, 500);
setTimeout(function(){player.width = 20}, 510);
setTimeout(function(){player.width = 0}, 530);
setTimeout(function(){player.width = 20}, 550);
if (x == 'forward'){setTimeout(function(){player.x += 20;}, 700)};
if (x == 'backward'){setTimeout(function(){player.x -= 20;}, 700)};
if (x == 'down'){setTimeout(function(){player.y += 20;}, 700)};
setTimeout(function(){player.glitchCooldown = 120}, 700);
}
}
function colCheck(shapeA, shapeB) {
// get the vectors to check against
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
// add the half widths and half heights of the objects
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = 'l';
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) { // figures out on which side we are colliding (top, bottom, left, or right) var oX = hWidths - Math.abs(vX), oY = hHeights - Math.abs(vY); if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
function random() {
var x = Math.floor((Math.random() * 10) + 1);
return x;
}
<html>
<head>
<title>CoRRupTed</title>
<link rel="stylesheet" href="design.css">
</head>
<body>
<canvas height='250' width='1350' style='border: 1px solid black' id='c'>Your browser do not support the <canvas> tag. Please update your browser.</canvas>
<script src='main.js'></script>
</body>
</html>
As you can see, my colCheck function is not working properly. It suppose to return colDir as 'l', 'r', 'b' or 't'. Buut the error says "Illegal resturn statement", so I think that colCheck is returning colDir as null. Therefore, in my code, I already write var col = colCheck(player, walls[i]), but it is still not working properly. Any ideas?
This is because you are not consistently styling your code.
The error means you have mismatching opening and closing braces.
the line
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) { // figures out on which side we are colliding (top, bottom, left, or right) var oX = hWidths - Math.abs(vX), oY = hHeights - Math.abs(vY); if (oX >= oY) {
should be. Comments within /* */ have been added by me.
/* DONT make comment run past right edge of screen put them in the line above */
// figures out on which side we are colliding (top, bottom, left, or right)
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
/* DONT use , to separate variable declarations */
const oX = hWidths - Math.abs(vX); /*Use consts for vars that don't change*/
const oY = hHeights - Math.abs(vY);
if (oX >= oY) {

parsing tiled json map into html canvas

I am trying to make a 2d top view javascript game and i want to make my map using program "tiled" i have made my map and have the exported json but dont know how to parse it into a canvas html tag and i dont know were to start here is my crazy game code
<html>
<body>
</body>
</html>
<script>
// Create the canvas
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function() {
bgReady = true;
};
bgImage.src = "images/newbackground.png";
//hp box
var hpBoxReady = false;
var hpBoxImage = new Image();
hpBoxImage.onload = function() {
hpBoxReady = true;
};
hpBoxImage.src = "images/hpbox.png";
// player image
var playerReady = false;
var playerImage = new Image();
playerImage.onload = function() {
playerReady = true;
};
playerImage.src = "images/char.png";
// enemy image
var enemyReady = false;
var enemyImage = new Image();
enemyImage.onload = function() {
enemyReady = true;
};
enemyImage.src = "images/enemy_idle01.png";
// Game objects
var hpBox = {
restoreHealth: 34,
x: 300,
y: 300
}
var player = {
stamina: 7,
health: 100,
sprintSpeed: 400,
weakSpeed: 150,
speed: 300 // movement in pixels per second
};
var enemy = {
speed: 250,
viewDistance: 40
};
var enemysCaught = 0;
// Handle keyboard controls
var keysDown = {};
addEventListener("keydown", function(e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function(e) {
delete keysDown[e.keyCode];
}, false);
// Reset the game when the player catches a enemy
var reset = function() {
player.x = canvas.width / 2;
player.y = canvas.height / 2;
// Throw the enemy somewhere on the screen randomly
enemy.x = 32 + (Math.random() * (canvas.width - 64));
enemy.y = 32 + (Math.random() * (canvas.height - 64));
};
//w is 87
//a is 65
//s is 83
//d is 68
// Update game objects
var update = function(modifier) {
if (87 in keysDown) { // Player holding up
player.y -= player.speed * modifier;
}
if (83 in keysDown) { // Player holding down
player.y += player.speed * modifier;
}
if (65 in keysDown) { // Player holding left
player.x -= player.speed * modifier;
}
if (68 in keysDown) { // Player holding right
player.x += player.speed * modifier;
}
if (
player.x <= (0)) {
player.health -= 1;
console.log('health decreasing');
}
}
if (
player.y <= (0)) {
player.health -= 1;
console.log('health decreasing');
};
// Are they touching?
if (
player.x <= (enemy.x + 32) &&
enemy.x <= (player.x + 32) &&
player.y <= (enemy.y + 32) &&
enemy.y <= (player.y + 32)
) {
++enemysCaught;
reset();
}
// Draw everything
var render = function() {
if (bgReady) {
context.drawImage(bgImage, 0, 0);
}
if (hpBoxReady) {
context.drawImage(hpBoxImage, hpBox.x, hpBox.y);
}
if (playerReady) {
context.drawImage(playerImage, player.x, player.y);
}
if (enemyReady) {
context.drawImage(enemyImage, enemy.x, enemy.y);
}
// Score
context.fillStyle = "rgb(250, 250, 250)";
context.font = "24px Helvetica";
context.textAlign = "left";
context.textBaseline = "top";
context.fillText("enemys killed: " + enemysCaught, canvas.width / 2, 32);
};
function dieEvent() {
player.health = 100;
}
function updateHealth() {
context.fillStyle = "rgb(255 ,0 ,0)";
context.textAlign = "right";
context.fillText("Health: " + player.health, 1000, 32)
}
function isNearHPBox() {
if (
player.y <= (hpBox.y + enemy.viewDistance + 64) &&
player.y >= (hpBox.y - enemy.viewDistance - 64) &&
player.x <= (hpBox.x + enemy.viewDistance + 64) &&
player.x >= (hpBox.x - enemy.viewDistance - 64)) {
console.log("healing!");
if (player.health <= 100) {
hpBox.restoreHealth = player.health - 100;
player.health += hpBox.restoreHealth;
}
}
}
function moveEnemy() {
if (
player.y <= (enemy.y + enemy.viewDistance + 64) &&
player.y >= (enemy.y - enemy.viewDistance - 64) &&
player.x <= (enemy.x + enemy.viewDistance + 64) &&
player.x >= (enemy.x - enemy.viewDistance - 64)) {
console.log("seen on enemys Y");
var audio = new Audio('sounds/theWanderer_Scream.m4a');
audio.play();
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
}
}
function checkWallCollision() {
if (player.y <= 0) {
console.log("y")
player.y += 64;
}
if (player.x <= 0) {
console.log("x")
player.x += 64;
}
if (enemy.y <= 0) {
console.log("y")
enemy.y += 64;
}
if (enemy.x <= 0) {
console.log("x")
enemy.x += 64;
}
}
function reducedSpeed() {
player.speed = player.weakSpeed;
}
// The main game loop
var main = function() {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
context.clearRect(0, 0, canvas.width, canvas.height);
render();
updateHealth();
moveEnemy();
if (player.health <= 20) {
reducedSpeed();
} else {
player.speed = 300;
}
if (player.health <= 0) {
dieEvent();
}
checkWallCollision();
isNearHPBox();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
reset();
main();
</script>
<style>
body {
margin: 0;
padding: 0;
}
</style>
i have tried all the tutorials but cant seem to get it to work so for now i just have a small little background image could sombody please help?
Your question is a bit general. I recommand to enroll Udacity's HTML5 Game Development course I think many part of your question should be answered after watching that course.

Moving character around on canvas but keping the character in the middle of the screen

I am making a 2d game in JavaScript but my character can only move around the length of the screen so I was wondering if there was a way to make the canvas move but my character stay on the middle of the screen?
This is what I am trying to get it to work like, this is how terrible the game is right now, just because I was trying out a few game mechanics.
Here is my code for the test game
var audio = new Audio('billischill.ddns.net/gameQuest/sounds/theServerRoom.mp3');
audio.play();
// Create the canvas
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function() {
bgReady = true;
};
bgImage.src = "billischill.ddns.net/gameQuest/images/gamemap.png";
//computer
var computerReady = false;
var computerImage = new Image();
computerImage.onload = function() {
computerReady = true;
};
computerImage.src ="billischill.ddns.net/gameQuest/images/computer1.png";
//hp box
var hpBoxReady = false;
var hpBoxImage = new Image();
hpBoxImage.onload = function() {
hpBoxReady = true;
};
hpBoxImage.src = "billischill.ddns.net/gameQuest/images/hpbox.png";
// player image
var playerReady = false;
var playerImage = new Image();
playerImage.onload = function() {
playerReady = true;
};
playerImage.src = "billischill.ddns.net/gameQuest/images/char.png";
// enemy image
var enemyReady = false;
var enemyImage = new Image();
enemyImage.onload = function() {
enemyReady = true;
};
enemyImage.src = "billischill.ddns.net/gameQuest/images/enemy_idle01.png";
var computer = {
wifi: true,
x: 399,
y: 200
}
// Game objects
var hpBox = {
restoreHealth: 34,
x: 300,
y: 300
}
var player = {
hackingSkill : 10,
stamina: 7,
health: 100,
sprintSpeed: 400,
weakSpeed: 150,
speed: 300 // movement in pixels per second
};
var enemy = {
speed: 250,
viewDistance: 40
};
var enemysCaught = 0;
// Handle keyboard controls
var keysDown = {};
addEventListener("keydown", function(e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function(e) {
delete keysDown[e.keyCode];
}, false);
// Reset the game when the player catches a enemy
var reset = function() {
player.x = canvas.width / 2;
player.y = canvas.height / 2;
// Throw the enemy somewhere on the screen randomly
enemy.x = 32 + (Math.random() * (canvas.width - 64));
enemy.y = 32 + (Math.random() * (canvas.height - 64));
};
//w is 87
//a is 65
//s is 83
//d is 68
// Update game objects
var update = function(modifier) {
if (87 in keysDown) { // Player holding up
player.y -= player.speed * modifier;
}
if (83 in keysDown) { // Player holding down
player.y += player.speed * modifier;
}
if (65 in keysDown) { // Player holding left
player.x -= player.speed * modifier;
}
if (68 in keysDown) { // Player holding right
player.x += player.speed * modifier;
}
if (
player.x <= (0)) {
player.health -= 1;
console.log('health decreasing');
}
}
if (
player.y <= (0)) {
player.health -= 1;
console.log('health decreasing');
};
// Are they touching?
if (
player.x <= (enemy.x + 32) &&
enemy.x <= (player.x + 32) &&
player.y <= (enemy.y + 32) &&
enemy.y <= (player.y + 32)
) {
++enemysCaught;
reset();
}
// Draw everything
var render = function() {
if (bgReady) {
context.drawImage(bgImage, 0, 0);
}
if (computerReady) {
context.drawImage(computerImage, computer.x, computer.y);
}
if (hpBoxReady) {
context.drawImage(hpBoxImage, hpBox.x, hpBox.y);
}
if (playerReady) {
context.drawImage(playerImage, player.x, player.y);
}
if (enemyReady) {
context.drawImage(enemyImage, enemy.x, enemy.y);
}
// Score
};
function dieEvent() {
player.health = 100;
}
function updateHealth() {
context.fillStyle = "white";
context.textAlign = "left";
context.fillText("Health: " + player.health, 30, 32);
context.fillStyle="#FF0000";
context.fillRect(10,10,(player.health/100)*140,25);
context.stroke();
}
function updateHackerSkill(){
context.fillStyle = "green";
context.textAlign = "left";
context.fillText("Health: " + player.hackerSkill, 30, 32);
context.fillStyle="#FF0000";
context.fillRect(10,10,(player.hackerSkill/100)*1,45);
context.stroke();
}
function isNearComputer() {
if (player.y <= (computer.y + enemy.viewDistance + 23) &&
player.y >= (computer.y - enemy.viewDistance) &&
player.x <= (computer.x + enemy.viewDistance + 32) &&
player.x >= (computer.x - enemy.viewDistance)) {
console.log("near computer");
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
context.stroke();
context.fillStyle = "green";
context.font = "24px Helvetica";
context.textAlign = "left";
context.textBaseline = "top";
context.fillText("Welcome to uOS v1.0 " , 20 ,10);
window.setTimeout(500);
context.fillText("user$> " , 20 ,35);
}
}
function isNearHPBox() {
if (
player.y <= (hpBox.y + enemy.viewDistance + 64) &&
player.y >= (hpBox.y - enemy.viewDistance - 64) &&
player.x <= (hpBox.x + enemy.viewDistance + 64) &&
player.x >= (hpBox.x - enemy.viewDistance - 64)) {
console.log("healing!");
if (player.health <= 100) {
hpBox.restoreHealth = player.health - 100;
player.health += hpBox.restoreHealth;
}
}
}
function moveEnemy() {
if (
player.y <= (enemy.y + enemy.viewDistance + 64) &&
player.y >= (enemy.y - enemy.viewDistance - 64) &&
player.x <= (enemy.x + enemy.viewDistance + 64) &&
player.x >= (enemy.x - enemy.viewDistance - 64)) {
console.log("seen on enemys Y");
var audio = new Audio('sounds/theWanderer_Scream.m4a');
audio.play();
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
}
}
function checkWallCollision() {
if (player.y <= 0) {
console.log("y")
player.y += 64;
}
if (player.x <= 0) {
console.log("x")
player.x += 64;
}
if (enemy.y <= 0) {
console.log("y")
enemy.y += 64;
}
if (enemy.x <= 0) {
console.log("x")
enemy.x += 64;
}
}
// function updateMouseCoords(){
// document.onmousemove = function(e){
// cursorX = e.pageX;
// cursorY = e.pageY;
// context.fillStyle = "green";
// context.font = "24px Helvetica";
// context.textAlign = "left";
// context.textBaseline = "top";
// context.fillText("x" + cursorX + "y" + cursorY , 20 ,10);
//
// }
// }
// function drawViewLine(){
// var cursorX;
// var cursorY;
// context.beginPath();
// context.moveTo(player.x,player.y);
// context.lineTo(cursorX,cursorY);
// context.stroke();
// console.log("drawing line")
// }
function reducedSpeed() {
player.speed = player.weakSpeed;
}
// The main game loop
var main = function() {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
context.clearRect(0, 0, canvas.width, canvas.height);
render();
updateHealth();
moveEnemy();
if (player.health <= 20) {
reducedSpeed();
} else {
player.speed = 300;
}
if (player.health <= 0) {
dieEvent();
}
checkWallCollision();
isNearHPBox();
isNearComputer();
//updateMouseCoords();
//drawViewLine();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
reset();
main();
body {
margin: 0;
padding: 0;
}
<html>
<body>
<canvas id="canvas">
</canvas>
</body>
</html>

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