Make player stop in front of invisible platform - javascript

so I have a 2d platformer in the works, and I'd like to add walls and platforms to it, but when I try to make a platform, it doesn't stop the player in front of it if they just walk forward, and instead it makes it sort of like a step/stairs.
Here's what I have so far:
var ctx, controller, rectangle, loop;
ctx = document.querySelector("canvas").getContext("2d");
// Screen size
ctx.canvas.height = 200;
ctx.canvas.width = 400;
// Position of Player
rectangle = {
height: 25,
jumping: true,
width: 25,
x: 10,
x_velocity: 0,
y: 0,
y_velocity: 0
};
controller = {
left: false,
right: false,
up: false,
keyListener: function(event) {
var key_state = (event.type == "keydown") ? true : false;
switch (event.keyCode) {
case 37: // Left
controller.left = key_state;
break;
case 39: // Right
controller.right = key_state;
break;
case 38: // Up
controller.up = key_state;
break;
};
}
};
loop = function() {
if (controller.up && rectangle.jumping == false) {
rectangle.y_velocity -= 25;
rectangle.jumping = true;
};
if (controller.left) {
rectangle.x_velocity -= 0.75;
};
if (controller.right) {
rectangle.x_velocity += 0.75;
};
// Gravity
rectangle.y_velocity += 1.5;
rectangle.x += rectangle.x_velocity;
rectangle.y += rectangle.y_velocity;
// Friction
rectangle.x_velocity *= 0.75;
rectangle.y_velocity *= 0.75;
// Floor
if (rectangle.y > 150 - 25) {
rectangle.jumping = false;
rectangle.y = 150 - 25;
rectangle.y_velocity = 0;
};
// Platform
if (rectangle.y > 145 - 25 && rectangle.x > 150 - 25) {
rectangle.jumping = false;
rectangle.y = 145 - 25;
rectangle.y_velocity = 0;
};
// Background
var bg = new Image;
bg.src = "https://i.imgur.com/He3uld9.png";
bg.onload = function() {
ctx.drawImage(bg, 0, 0);
};
// Player
var ply = new Image;
ply.src = "https://i.imgur.com/G4UUkIl.png";
ply.onload = function() {
ctx.drawImage(ply, rectangle.x, rectangle.y);
};
// Floor
var fl = new Image;
fl.src = "https://i.imgur.com/OoKP4Mm.png";
fl.onload = function() {
ctx.drawImage(fl, 0, 150);
};
window.requestAnimationFrame(loop);
};
window.addEventListener("keydown", controller.keyListener);
window.addEventListener("keyup", controller.keyListener);
window.requestAnimationFrame(loop);
<canvas style="border: 1px solid black;"></canvas>
The commented part that says Platform under the JS section is where my code for the platform currently is. As of now, it doesn't have an image or object for you to see it, but if you play the game, it is an invisible platform right above the floor.

What if you try to maintain a blockedRight and a blockedLeft property on the rectangle according to the zone you're in ? For instance, I have implemented a blockedRight boolean in the below where for Platform region, I turn it to true and for a Valid Region , I turn it back to false. Also I add this condition check in controller.right check as well.
So for an obstacle region that comes , you can make a condition that if the person is blockedRight and it tries to jump, you will set the blockedRight again to false. I am assuming the obstacles will be always taken care by jumping unless you have those which are greater than your jump height where more checks come in place.
var ctx, controller, rectangle, loop;
ctx = document.querySelector("canvas").getContext("2d");
// Screen size
ctx.canvas.height = 200;
ctx.canvas.width = 400;
// Position of Player
rectangle = {
height: 25,
jumping: true,
width: 25,
x: 10,
x_velocity: 0,
y: 0,
y_velocity: 0,
blockedRight:false
};
controller = {
left: false,
right: false,
up: false,
keyListener: function(event) {
var key_state = (event.type == "keydown") ? true : false;
switch (event.keyCode) {
case 37: // Left
controller.left = key_state;
break;
case 39: // Right
controller.right = key_state;
break;
case 38: // Up
controller.up = key_state;
break;
};
}
};
loop = function() {
if (controller.up && rectangle.jumping == false) {
rectangle.y_velocity -= 25;
rectangle.jumping = true;
};
if (controller.left) {
rectangle.x_velocity -= 0.75;
};
if (controller.right && !rectangle.blockedRight) {
rectangle.x_velocity += 0.75;
};
// Gravity
rectangle.y_velocity += 1.5;
rectangle.x += rectangle.x_velocity;
rectangle.y += rectangle.y_velocity;
// Friction
rectangle.x_velocity *= 0.75;
rectangle.y_velocity *= 0.75;
// Floor
if (rectangle.y > 150 - 25) {
rectangle.jumping = false;
rectangle.y = 150 - 25;
rectangle.y_velocity = 0;
};
// Valid ground
if(rectangle.x <= 150 - 25){
rectangle.blockedRight = false;
}
// Platform
if (rectangle.y > 145 - 25 && rectangle.x > 150 - 25) {
rectangle.blockedRight = true;
rectangle.jumping = false;
rectangle.y = 145-25;
rectangle.y_velocity = 0;
};
// Background
var bg = new Image;
bg.src = "https://i.imgur.com/He3uld9.png";
bg.onload = function() {
ctx.drawImage(bg, 0, 0);
};
// Player
var ply = new Image;
ply.src = "https://i.imgur.com/G4UUkIl.png";
ply.onload = function() {
ctx.drawImage(ply, rectangle.x, rectangle.y);
};
// Floor
var fl = new Image;
fl.src = "https://i.imgur.com/OoKP4Mm.png";
fl.onload = function() {
ctx.drawImage(fl, 0, 150);
};
window.requestAnimationFrame(loop);
};
window.addEventListener("keydown", controller.keyListener);
window.addEventListener("keyup", controller.keyListener);
window.requestAnimationFrame(loop);
<canvas style="border: 1px solid black;"></canvas>

Related

If statement inside requestanimationframe continues even if parameters aren't met

I'm making a little video game, where the background (platform) moves down with my character (square) jumps. On line 113 I have tried different strategies to implement this thought, and that is the closest it has gotten to work. The issue is that even when the square velocity is 0, the platform velocity isn't. I have been stuck for a week now, and feels like javascript is the problem (even though I know it isn't).
canvasmain.width = window.innerWidth;
canvasmain.height = window.innerHeight;
//CHARACTER:
const square = {
height: 75,
jumping: true,
width: 75,
x: canvasmain.width / 2,
xVelocity: 0,
y: canvasmain.height / 2,
yVelocity: 0
};
//floor
const platform = {
height: 30,
width: 100,
x: square.x,
xVelocity: 0,
y: square.y + square.height,
yVelocity:0
}
//MOVEMENT:
const controller = {
left: false,
right: false,
up: false,
keyListener: function (event) {
let key_state = (event.type == "keydown") ? true : false;
switch (event.keyCode) {
case 37: // left arrow
controller.left = key_state;
break;
case 38: // up arrow
controller.up = key_state;
break;
case 39: // right arrow
controller.right = key_state;
break;
}
}
};
const loop = function () {
if (controller.up && square.jumping == false) {
square.yVelocity -= 30;
square.jumping = true;
}
if (controller.left) {
square.xVelocity -= 0.5;
}
if (controller.right) {
square.xVelocity += 0.5;
}
square.yVelocity += 1.5;// gravity
square.x += square.xVelocity;
square.y += square.yVelocity;
square.xVelocity *= 0.9;// friction
square.yVelocity *= 0.9;// friction
// if square is falling below floor line
if (square.y > canvasmain.height - 75) {
square.jumping = false;
square.y = canvasmain.height - 75;
square.yVelocity = 0;
}
// if square is going off the left of the screen
if (square.x < 0) {
square.x = 0;
} else if (square.x > canvasmain.width - 75) {// if square goes past right boundary
square.x = canvasmain.width - 75;
}
// Creates the backdrop for each frame
context.fillStyle = "#394129";
context.fillRect(0, 0, canvasmain.width, canvasmain.height); // x, y, width, height
// Creates and fills the cube for each frame
context.fillStyle = "#8DAA9D"; // hex for cube color
context.beginPath();
context.rect(square.x, square.y, square.width, square.height);
context.fill();
// Creates the "ground" for each frame
context.fillStyle = "#202020";
context.beginPath();
context.rect(platform.x, platform.y, platform.width, platform.height)
context.fill();
// call update when the browser is ready to draw again
window.requestAnimationFrame(loop);
//platform
platform.y += platform.yVelocity;
console.log(square.yVelocity)
if (square.yVelocity > 0.1 ) {
platform.yVelocity = 1.5
};
if (square.yVelocity < 0 ) {
platform.yVelocity = -1.5
};
}
window.addEventListener("keydown", controller.keyListener)
window.addEventListener("keyup", controller.keyListener);
window.requestAnimationFrame(loop);
You're not reseting the value of yVelocity.
Got it guys, thx #Teemu, I just needed to set it to 0 if it wasn't the if's. Dang, really took a while. if (square.yVelocity > 0 ) {platform.yVelocity = 1.5} else{ platform.yVelocity = 0}; if (square.yVelocity < 0 ) {platform.yVelocity = -1.5} else { platform.yVelocity = 0} }
edit: frick, it only moves the platform when the cube is going up, not down ;-;

Simulate car rotation in JavaScript [duplicate]

This question already has answers here:
How do I rotate a single object on an html 5 canvas?
(8 answers)
Closed 2 years ago.
I want to simulate car rotation and movement in the new direction in a game I am designing.
According to the following answer, within the HTML5 canvas element you cannot rotate individual elements.
The movement itself is happening in this function, I expect the vehicle to move but the entire canvas moves (try pressing left and right). I couldn't figure out how to rotate the car.
Game._rotate = function(dirx, direction) {
this.ctx.translate(200,200);
}
According to this tutorial, I can only rotate the car itself by rotating the canvas. I'd like the rotation and movement to emulate the following: https://oseiskar.github.io/js-car/.
The code itself here: https://plnkr.co/edit/K5X8fMhUlRLhdeki.
You need to render the car relative to ITS position. Also, you can do the rotation inside its RENDER.
The changes below will handle rotation for the car, but you have bigger problems. I would take time and invest in learning how vectors work. The position, speed and acceleration should all be 2D vectors that provide vector math like adding and multiplication.
Also, provide an initial angle to your car so it is initially rendered the right way. It also appears that your acceleration and deceleration are mixed up.
function Car(map, x, y) {
this.map = map;
this.x = x;
this.y = y;
this.angle = 0; // IMPORTANT
this.width = map.tsize;
this.height = map.tsize;
this.image = Loader.getImage('car');
}
Car.speed = 0;
Car.acceleration = 0;
Car.friction = 5;
Car.moveAngle = 0;
Car.maxSpeed = 500;
Car.forward = 'FORWARD';
Car.backward = 'BACKWARD';
Car.left = 'LEFT';
Car.right = 'RIGHT';
// Render relative to car...
Car.prototype.render = function(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
ctx.drawImage(this.image, -this.width / 2, -this.height / 2);
ctx.restore();
};
Game.update = function (delta) {
var dirx = 0;
var diry = 0;
if (Keyboard.isDown(Keyboard.LEFT)) {
this._rotate(dirx, Car.left)
}
else if (Keyboard.isDown(Keyboard.RIGHT)) {
this._rotate(dirx, Car.right)
}
else if (Keyboard.isDown(Keyboard.UP)) {
this._rotate(dirx, Car.up)
diry = accelerate(diry, Car.forward);
}
else if (Keyboard.isDown(Keyboard.DOWN)) {
this._rotate(dirx, Car.down)
diry = accelerate(diry, Car.backward);
}
else {
decelerate();
}
this.car.move(delta, dirx, diry);
this.camera.update();
};
Game._rotate = function(dirx, direction) {
let angleInDegrees = 0;
switch (direction) {
case 'UP':
angleInDegrees = 0;
break;
case 'RIGHT':
angleInDegrees = 90;
break;
case 'DOWN':
angleInDegrees = 180;
break;
case 'LEFT':
angleInDegrees = 270;
break;
}
this.car.angle = angleInDegrees * (Math.PI / 180);
}
Game.render = function () {
// draw map background layer
this._drawLayer(0);
this.car.render(this.ctx);
// draw map top layer
this._drawLayer(1);
};
Vectors
Here is an example using vectors.
loadImage('https://i.stack.imgur.com/JY7ai.png')
.then(function(img) {
main(img);
})
function main(img) {
let game = new Game({
canvas: document.querySelector('#viewport')
});
let car = new Car({
img: img,
imgRadiansOffset : -Math.PI / 2,
position: new Victor(game.canvas.width, game.canvas.height).divide(new Victor(2, 2)),
velocity: new Victor(0, -1),
showBorder: true
});
game.addLayer(car);
game.start();
}
class Game {
constructor(options) {
Object.assign(this, Game.defaultOptions, options);
if (this.canvas != null) {
Object.assign(this, {
width: this.canvas.width,
height: this.canvas.height
});
this.addListeners();
}
}
addLayer(layer) {
this.layers.push(layer);
layer.parent = this;
}
start() {
this.id = setInterval(() => {
this.render();
}, 1000 / this.rate); // frames per second
}
render() {
let ctx = this.canvas.getContext('2d');
ctx.clearRect(0, 0, this.width, this.height);
this.layers.forEach(layer => layer.render(ctx));
}
addListeners() {
if (this.canvas != null) {
window.addEventListener('keydown', (e) => {
this.handleKeyDown(e.keyCode);
});
window.addEventListener('keyup', (e) => {
this.handleKeyUp(e.keyCode);
});
}
}
handleKeyDown(keyCode) {
this.layers.forEach(layer => {
layer.update(keyCode !== this.lastKeyCode ? keyCode : null);
});
this.lastKeyCode = keyCode;
}
handleKeyUp(keyCode) {
this.layers.forEach(layer => {
layer.update(this.lastKeyCode); // calls reset...
});
}
}
Game.defaultOptions = {
id: null,
rate: 30,
layers: [],
canvas: null,
width: 0,
height: 0
};
class Car {
constructor(options) {
Object.assign(this, Car.defaultOptions, options);
if (this.img != null) {
Object.assign(this, {
width: this.img.width,
height: this.img.height
});
}
}
render(ctx) {
ctx.save();
ctx.translate(this.position.x, this.position.y);
ctx.rotate(this.velocity.angle() - this.imgRadiansOffset);
ctx.drawImage(this.img, -this.width / 2, -this.height / 2, this.width, this.height);
if (this.showBorder) {
ctx.strokeStyle = '#C00';
ctx.setLineDash([4, 8]);
ctx.lineWidth = 1;
ctx.beginPath();
ctx.rect(-this.width / 2, -this.height / 2, this.width, this.height);
ctx.stroke();
}
ctx.restore();
}
update(keyCode) {
if (keyCode != null) this.changeDirection(keyCode);
this.position.add(this.velocity.add(this.acceleration));
this.detectCollision();
}
detectCollision() {
let xMin = this.width / 2, xMax = this.parent.width - xMin;
let yMin = this.height / 2, yMax = this.parent.height - yMin;
if (this.position.x < xMin) this.position.x = xMin;
if (this.position.x > xMax) this.position.x = xMax;
if (this.position.y < yMin) this.position.y = yMin;
if (this.position.y > yMax) this.position.y = yMax;
}
changeDirection(keyCode) {
switch (keyCode) {
case 37:
this.reset(new Victor(-1, 0)); // LEFT
break;
case 38:
this.reset(new Victor(0, -1)); // UP
break;
case 39:
this.reset(new Victor(1, 0)); // RIGHT
break;
case 40:
this.reset(new Victor(0, 1)); // DOWN
break;
}
}
reset(dirVect) {
this.velocity = new Victor(this.speedFactor, this.speedFactor).multiply(dirVect);
this.acceleration = new Victor(this.accelFactor, this.accelFactor).multiply(dirVect);
}
}
Car.defaultOptions = {
position: new Victor(0, 0),
width: 0,
height: 0,
img: null,
imgRadiansOffset: 0,
velocity: new Victor(0, 0),
acceleration: new Victor(0, 0),
showBorder: false,
speedFactor: 3, // Velocity scalar
accelFactor: 1 // Acceleration scalar
};
function loadImage(url) {
return new Promise(function(resolve, reject) {
var img = new Image;
img.onload = function() {
resolve(this)
};
img.onerror = img.onabort = function() {
reject("Error loading image")
};
img.src = url;
})
}
#viewport {
border: thin solid grey;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/victor/1.1.0/victor.min.js"></script>
<canvas id="viewport" width="400" height="160"></canvas>

Javascript make the ball move

I am trying to make the ball move when I press space, but I can't seem to figure out how to do it.
It is vanilla Javascript with createjs libary. Can anybody help me and give me a little hint?
window.addEventListener('load', preload);
var canvas = document.getElementById('myCanvas');
var stage, queue;
var ball;
var paddle;
var settings = {
lives: 3,
points: 0,
speed: 3,
ballMovingSpeed: 7
}
var fingerDown = false;
var keys = {
left: false,
right: false,
shoot: false
}
var ballSettings = {
ballRadius: 10,
dx: 2,
dy: -2
}
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
function preload() {
"use strict";
stage = new createjs.Stage("myCanvas");
queue = new createjs.LoadQueue(true);
createjs.Ticker.setFPS(60);
createjs.Ticker.addEventListener("tick", tickHappened);
drawPaddle();
drawBall();
window.addEventListener('keydown', keyDown);
window.addEventListener('keyup', keyUp);
}
function drawBall() {
"use strict"
ball = new createjs.Shape();
ball.graphics.beginFill('red').drawCircle(0, 0, 10);
stage.addChild(ball);
ball.x = 400;
ball.y = 535;
canvasHeight += ballSettings.dy;
canvasWidth += ballSettings.dx;
}
// paddle Movement
//--------------------------------*
function keyDown(e) {
"use strict";
console.log(e.keyCode);
switch (e.keyCode) {
case 37:
keys.left = true;
break;
case 39:
keys.right = true;
break;
case 32:
keys.shoot = true;
break;
}
}
function keyUp(e) {
"use strict";
switch (e.keyCode) {
case 37:
keys.left = false;
break;
case 39:
keys.right = false;
break;
case 32:
keys.shoot = false;
break;
}
}
function movePaddle() {
"use strict";
if (keys.left) {
paddle.x -= settings.speed;
if (paddle.x < 0 + paddle.regX) {
paddle.x = 0 + paddle.regX;
}
} else if (keys.right) {
paddle.x += settings.speed;
if (paddle.x > canvasWidth - paddle.width + paddle.regX) {
paddle.x = canvasWidth - paddle.width + paddle.regX;
}
} else if (keys.shoot) {
console.log("shoot ball");
if (canvasWidth + ballSettings.dx > canvas.width - ballSettings.ballRadius || canvasWidth + ballSettings.dx < ballSettings.ballRadius) {
ballSettings.dx = -ballSettings.dx;
}
if (canvasHeight + ballSettings.dy > canvas.height - ballSettings.ballRadius || canvasHeight + ballSettings.dy < ballSettings.ballRadius) {
ballSettings.dy = -ballSettings.dy;
}
}
}
function tickHappened(e) {
"use strict";
movePaddle();
stage.update(e);
}
So in order to have your object move, you need a few things. First, you need to re-draw it, which you seem to have set to re-draw 60 times per second. Next, you have to update the position of your object. Your ball needs two things for that, a velocity X and a velocity Y. With each tick, you'll set the ball.x += ball.velX so that each time it'll move it's position along with it's moving velocity, and once it hits something just set the ball.velX = -ball.velX.
I'm not sure what project you're working on but I'm assuming it is somewhat similar to pong, if you'd like to review or use some of the code I used on my own pong game feel free - http://pongio.bitballoon.com/

JavaScript - moving object to a new location

I'm writing simple "snake" game and I'm facing this issue:
every tame my snake hits the red circle (apple) , apple should be moved to a new location on the canvas. Right now new apple appears, but the old one does not disappear ( it should) , and also when there are more than 2 apples on the canvas they create a filled figure... it looks like this: ibb.co/nrYdLQ (also shouldn't happen).
The code responsible for moving an apple is this:
if (!this.objectCollide(myApple)) {
this.segments.pop();
} else {
myApple = new block(Math.floor(Math.random() * gameField.width),Math.floor(Math.random() * gameField.height))
};
and I have no idea why It's working like I described above, instead just moving an apple to a new location and removing old one.
Please help.
JSFiddle: https://jsfiddle.net/e1ga0fpm/
full JavaScript code:
var gameField = document.getElementById('gameField');
var ctx = gameField.getContext("2d");
var blockSize = 10;
columnCt = gameField.width / blockSize;
rowsCt = gameField.height / blockSize;
var block = function(x, y) {
this.x = x;
this.y = y;
}
block.prototype.drawBlock = function() {
ctx.fillStyle = "blue";
ctx.fillRect(this.x * blockSize, this.y * blockSize, blockSize,
blockSize);
};
block.prototype.drawApple = function() {
ctx.fillStyle = "red";
ctx.textBaseline = "bottom";
ctx.arc(this.x, this.y, 6, 2 * Math.PI, false);
ctx.fill();
}
var Snake = function() {
this.segments = [new block(20, 20), new block(19, 20), new block(18, 20), new block(17, 20),
new block(16, 20), new block(15, 20), new block(14, 20), new block(13, 20), new block(12, 20),
new block(11, 20), new block(10, 20)
];
this.direction = "right";
}
Snake.prototype.drawSnake = function() {
for (i = 0; i < this.segments.length; i++) {
this.segments[i].drawBlock();
}
}
Snake.prototype.setDirection = function(dir) {
if (this.direction == "left" && dir == "right" || this.direction == "right" && dir == "left" || this.direction == "up" && dir == "down" ||
this.direction == "down" && dir == "up") {
return
} else {
this.direction = dir;
};
};
Snake.prototype.objectCollide = function(obj) {
if (this.segments[0].x == Math.round(obj.x / blockSize) && this.segments[0].y == Math.round(obj.y / blockSize)) {
return true
} else {
return false
}
};
Snake.prototype.move = function() {
var head = this.segments[0];
var newHead;
switch (this.direction) {
case "right":
newHead = new block(head.x + 1, head.y);
break;
case "left":
newHead = new block(head.x - 1, head.y)
break;
case "down":
newHead = new block(head.x, head.y + 1)
break;
case "up":
newHead = new block(head.x, head.y - 1)
break;
}
this.segments.unshift(newHead);
if (!this.objectCollide(myApple)) {
this.segments.pop();
} else {
myApple = new block(Math.floor(Math.random() * gameField.width),Math.floor(Math.random() * gameField.height))
};
var collision = newHead.x >= columnCt || newHead.x <= -1 ||
newHead.y >= rowsCt || newHead.y <= -1;
for (i = 1; i < this.segments.length; i++) {
if (this.segments[i].x == newHead.x && this.segments[i].y == newHead.y) {
collision = true;
break;
};
};
if (collision) {
clearInterval(myFun);
};
};
var mySnake = new Snake()
mySnake.drawSnake();
var myApple = new block(Math.floor(Math.random() * gameField.width),
Math.floor(Math.random() * gameField.height));
var myFun = setInterval(function() {
ctx.clearRect(0, 0, gameField.width, gameField.height);
mySnake.move();
mySnake.drawSnake();
myApple.drawApple();
}, 100)
var directions = {
37: "left",
38: "up",
39: "right",
40: "down"
};
document.onkeydown = function(event) {
var newDirection = directions[event.keyCode]
if (newDirection != undefined) {
mySnake.setDirection(newDirection);
};
Im quite unshure why the apple is not "eaten" however, i might know why it looks so weird:
If you draw to a canvas it looks like a pen. So whenever you draw a new apple, the pen moves to that position, and draws a line. After a few apples, if you call .fill(), this (yet invisible) line, gets filled. So you need to move the pen before you draw:
block.prototype.drawApple = function() {
ctx.fillStyle = "red";
ctx.textBaseline = "bottom";
ctx.moveTo(this.x,this.y);
ctx.arc(this.x, this.y, 6, 2 * Math.PI, false);
ctx.fill();
}
You forgot to beginpath while you draw apple. Also when apple eaten, you have to add new block to snake. Check edited code below.
Here is updated fiddle
block.prototype.drawApple = function() {
ctx.fillStyle = "red";
ctx.textBaseline = "bottom";
ctx.beginPath();
ctx.arc(this.x, this.y, 6, 2 * Math.PI, false);
ctx.fill();
}
var gameField = document.getElementById('gameField');
var ctx = gameField.getContext("2d");
var blockSize = 10;
columnCt = gameField.width / blockSize;
rowsCt = gameField.height / blockSize;
var block = function(x, y) {
this.x = x;
this.y = y;
}
block.prototype.drawBlock = function() {
ctx.fillStyle = "blue";
ctx.fillRect(this.x * blockSize, this.y * blockSize, blockSize,
blockSize);
};
block.prototype.drawApple = function() {
ctx.fillStyle = "red";
ctx.textBaseline = "bottom";
ctx.beginPath();
ctx.arc(this.x, this.y, 6, 2 * Math.PI, false);
ctx.fill();
}
var Snake = function() {
this.segments = [new block(20, 20), new block(19, 20), new block(18, 20), new block(17, 20),
new block(16, 20), new block(15, 20)
];
this.direction = "right";
}
Snake.prototype.drawSnake = function() {
for (i = 0; i < this.segments.length; i++) {
this.segments[i].drawBlock();
}
}
Snake.prototype.setDirection = function(dir) {
if (this.direction == "left" && dir == "right" || this.direction == "right" && dir == "left" || this.direction == "up" && dir == "down" ||
this.direction == "down" && dir == "up") {
return
} else {
this.direction = dir;
};
};
Snake.prototype.objectCollide = function(obj) {
if (this.segments[0].x == Math.round(obj.x / blockSize) && this.segments[0].y == Math.round(obj.y / blockSize)) {
return true
} else {
return false
}
};
Snake.prototype.move = function() {
var head = this.segments[0];
var newHead;
switch (this.direction) {
case "right":
newHead = new block(head.x + 1, head.y);
break;
case "left":
newHead = new block(head.x - 1, head.y)
break;
case "down":
newHead = new block(head.x, head.y + 1)
break;
case "up":
newHead = new block(head.x, head.y - 1)
break;
}
this.segments.unshift(newHead);
if (!this.objectCollide(myApple)) {
this.segments.pop();
} else {
myApple = new block(Math.floor(Math.random() * gameField.width), Math.floor(Math.random() * gameField.height));
this.segments.push(new block(this.segments[0][0], 20))
};
var collision = newHead.x >= columnCt || newHead.x <= -1 ||
newHead.y >= rowsCt || newHead.y <= -1;
for (i = 1; i < this.segments.length; i++) {
if (this.segments[i].x == newHead.x && this.segments[i].y == newHead.y) {
collision = true;
break;
};
};
if (collision) {
clearInterval(myFun);
};
};
var mySnake = new Snake()
mySnake.drawSnake();
var myApple = new block(Math.floor(Math.random() * gameField.width),
Math.floor(Math.random() * gameField.height));
var myFun = setInterval(function() {
ctx.clearRect(0, 0, gameField.width, gameField.height);
mySnake.move();
mySnake.drawSnake();
myApple.drawApple();
}, 100)
var directions = {
37: "left",
38: "up",
39: "right",
40: "down"
};
document.onkeydown = function(event) {
var newDirection = directions[event.keyCode]
if (newDirection != undefined) {
mySnake.setDirection(newDirection);
};
};
canvas {
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;
margin: auto;
border: 5px solid grey;
}
<canvas id="gameField" height="500" width="500">
</canvas>

Canvas drawImage is inexplicably offset by 1 Pixel

I'm working on a canvas game that's using a sprite sheet for the character.
The dimensions of character is 64px wide and 128px high with 10 frames per animation.
So the total width of a single animation is 640px wide and 128px high.
However when I use the following code, The animation is offset by 1px, Sometimes flashing when I hold down a movement key.
player.width = 64;
player.height = 128;
player.x = canvas.width / 2;
player.y = canvas.height / 2;
ctx.drawImage(
LoadedImages.player_sprite,
64, // This is offset by 1px when moving. 63px fixes it.
128,
player.width,
player.height,
player.x,
player.y,
player.width,
player.height
);
Here's a picture of what happens:
Changing the width to 63 seems to fix the problem, But it doesn't explain why it's doing it in the first place.
The full code is available on Codepen
http://codepen.io/Codewoofy/pen/QNGLNj
Sprite Sheet:
Full Code:
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
// jQuery Objects
var $canvas = $("#canvas");
var $debug = $("#debug");
var KEY = {
W: 1,
UP: 38,
LEFT: 39,
RIGHT: 37,
SPACE: 32,
SHIFT: 16
};
var COLOR = {
DARKRED: "#9C1E33",
WHITE: "#FFFFFF"
}
var MESSAGE = {
UNDEFINED: "",
PRELOAD_ATTEMPT: "Attempting to preload: ",
ERROR_IMAGE_PRELOAD: "Unable to preload images.",
SUCCESS_IMAGE_PRELOAD: "Images successfully preloaded."
}
// Images
var Images = {
player_sprite: "http://h.dropcanvas.com/30npe/Talia-Sheet-Fix.png",
main_background: "http://h.dropcanvas.com/9kgs1/background_main.png"
}
var LoadedImages = {};
// Dictionaries.
var game = {};
game.enviroment = {};
game.canvas = $canvas[0];
game.canvas.height = 500;
game.canvas.width = 700;
var ctx = game.canvas.getContext('2d');
var player = {};
// Debug
game.debug = function(msg) {
if (msg == "") msg = MESSAGE.UNDEFINED;
$debug.prepend(msg + "<br />");
}
// Preloader.
game.loadImages = function() {
LoadedImages = {};
Object.keys(Images).forEach(function(path) {
game.debug(MESSAGE.PRELOAD_ATTEMPT + path);
var img = new Image;
img.onload = function() {
LoadedImages[path] = img;
if (Object.keys(LoadedImages).length == Object.keys(Images).length) {
game.onImagesLoaded();
}
}
img.onerror = function() {
game.onFailedPreload();
}
img.src = Images[path];
});
}
game.onFailedPreload = function() {
game.debug(MESSAGE.ERROR_IMAGE_PRELOAD);
}
game.onImagesLoaded = function() {
game.debug(MESSAGE.SUCCESS_IMAGE_PRELOAD);
game.game_update();
}
game.onLoad = function() {
// Game settings
game.keys = [];
game.running = false;
game.lastUpdate = 0;
// Enviroment
game.enviroment.gravity = 0.5;
game.enviroment.friction = 0.9;
// Player settings
player.name = "Talia";
player.color = COLOR.DARKRED;
player.direction = 'L';
player.width = 64;
player.height = 128;
player.speed = 4;
player.walkspeed = 4;
player.sprintspeed = 10;
player.jumping = false;
player.animation_frame = 0;
player.velX = 0;
player.velY = 0;
player.x = 0;
player.y = 0;
// Player Stats
player.health = 100;
player.mana = 100;
player.maxhealth = 100;
player.maxmana = 100;
game.loadImages();
}
/* Update the game every frame */
game.game_update = function() {
// Sprint
if (game.keys[KEY.SHIFT]) {
console.log(LoadedImages);
player.speed = player.sprintspeed;
} else {
player.speed = player.walkspeed;
}
// Jump
if (game.keys[KEY.UP] || game.keys[KEY.SPACE]) {
if (!player.jumping) {
player.jumping = true;
player.velY = -player.walkspeed * 2;
}
}
// Left
if (game.keys[KEY.LEFT]) {
player.direction = "L";
if (player.velX < player.speed) {
player.velX++;
}
}
// Right
if (game.keys[KEY.RIGHT]) {
player.direction = "R";
if (player.velX > -player.speed) {
player.velX--;
}
}
// Gravity and Friction
player.velX *= game.enviroment.friction;
player.velY += game.enviroment.gravity;
player.x += player.velX;
player.y += player.velY;
// Collisions
// LEFT RIGHT
if (player.x >= game.canvas.width - player.width) { // Check Right Collision
player.x = game.canvas.width - player.width;
} else if (player.x <= 0) { // Check Left Collision
player.x = 0;
}
// UP DOWN
if (player.y >= game.canvas.height - player.height) {
player.y = game.canvas.height - player.height;
player.jumping = false;
}
// Draw Objects
game.draw_background();
game.draw_player();
// Request next animation frame
requestAnimationFrame(game.game_update);
}
game.draw_player = function() {
ctx.beginPath();
ctx.drawImage(LoadedImages.player_sprite, 64, 128, player.width, player.height, player.x, player.y, player.width, player.height);
/*
if (player.direction == "R") {
ctx.drawImage(LoadedImages.player_sprite, 65, 128, player.width, player.height, player.x, player.y, player.width, player.height);
} else if (player.direction == "L") {
ctx.drawImage(LoadedImages.player_sprite, 63, 0, player.width, player.height, player.x, player.y, player.width, player.height);
}
*/
ctx.closePath();
}
game.draw_background = function() {
ctx.beginPath();
ctx.clearRect(0, 0, game.canvas.width, game.canvas.height);
ctx.closePath();
}
game.draw_UI = function() {
ctx.beginPath();
ctx.closePath();
}
/* Listeners */
document.body.addEventListener("keydown", function(e) {
game.keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
game.keys[e.keyCode] = false;
});
/* Load Game */
window.addEventListener("load", function() {
game.onLoad();
});
body,
html {
position: relative;
}
canvas {
border: 1px solid black;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas" width="700" height="500"></canvas>Use Arrow keys to move.
<p id="debug"><p>
The issue seems to be that your player.x is a float. That way is hard to account for pixel perfect paints.
Round player.x on the drawImage() or when you update the value with velocity.
Using a bitwise operator, you could simply do:
player.x += player.velX | 0;

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