How to start function at specific scroll position on page? - javascript

I'm experimenting with the following code where images flip through in a canvas.
If I put the canvas, let's say at the middle of my page, I was wondering if there's a way to only make the images flip through once the viewer gets to that specific section of the page.
Right now, from the looks of it, the images start flipping through right at the top of the page, immediately when you scroll down. By the time you get to the middle of the page where the actual canvas is, the images have already finished flipping through, and it's stopped on the last frame.
I assume I have to set the function to only trigger after the user scrolls to a specific number of pixels on the Y-axis? What's the best way to do so?
Please see code below.
Thanks!
var images = new Array();
var currentLocation = 0;
var totalImages = 200;
for (var i = 1; i < totalImages; i++) {
var img = new Image;
var slug = '000' + i;
img.src = 'https://s3.amazonaws.com/clearmotion/hero/high-min/frame' + slug.slice(-3) + '-low.jpg'
images.push(img);
}
var c = document.getElementById("background");
var ctx = c.getContext("2d");
var mouseWheel = function() {
var newLocation = null;
window.addEventListener('wheel', function(e) {
e.preventDefault(); // No scroll
// update our variable at high frequency
var delta = Math.max(-1, Math.min(1, e.deltaY));
if (delta == -1) currentLocation += 1;
if (delta == 1) currentLocation -= 1;
if (currentLocation < 0) currentLocation = 0;
if (currentLocation >= (totalImages - 1)) currentLocation = (totalImages - 1);
if (newLocation === null) { // if set, we already are waiting to draw
requestAnimationFrame(setImage);
}
newLocation = currentLocation;
});
function setImage() {
if (images[newLocation]) {
ctx.fillRect(0, 0, c.width, c.height);
ctx.drawImage(images[newLocation], 0, 0, 1000, 1000);
}
newLocation = null; // so the throttler knows we can draw again
}
}
images[0].onload = function() {
ctx.fillRect(0, 0, c.width, c.height);
ctx.drawImage(images[currentLocation], 0, 0, 1000, 1000);
mouseWheel();
};
<canvas id="background" width="1000" height="1000"></canvas>

You can actually start make the images flip through once the viewer gets to that specific section of the page by using The Intersection Observer API
So you have to detect when your element in the the viewport, the canvas in this case.
To do this you have multiple ways.
By using Observer API
const element = document.querySelector("#background")
const Ob = new IntersectionObserver((entries) => {
if (entries[0].intersectionRatio <= 0) {
// Not in the viewport
} else {
// In the viewport
// You're code here
}
});
Ob.observe(element);
Or if you want to do it in you're own.
You can use this and adapt it if needed
function elementInViewport(el) {
var top = el.offsetTop
var height = el.offsetHeight;
while(el.offsetParent) {
el = el.offsetParent;
top += el.offsetTop;
}
return (
top >= window.pageYOffset &&
(top + height) <= (window.pageYOffset + window.innerHeight)
);
}

Related

How to prevent randomly positioned images from overlapping using Angular

I have an Angular application that loads multiple images on to the page at random locations by utilizing the following code:
HTML:
<div ng-repeat="s in selectedImages" class="container">
<img ng-src="{{s.img}}" class="sImage" ng-style="s.pos"/>
</div>
CSS:
.wordImage {
position:absolute;
width:100px;
}
JS Controller:
function loadImages() {
$scope.myImages = ['img1.png', 'img2.png', 'img3.png', 'img4.png', 'img5.png']
$scope.selectedImages = [];
for (i in $scope.myImages) {
$scope.selectedImages.push(addRandomLocationToImage($scope.myImages[i]));
}
}
function addRandomLocationToImage(image) {
image.pos = {};
var preTop = getRandomHeight(); // get Height for this image
var preLeft = getRandomWidth(); // get Width for this image
image.pos = {top:preTop,
left:preLeft};
return image; // returns the same image object but contains pos{} for ng-style
}
function getRandomHeight() {
var imgHeight = 100;
var winHeight = $(window).height();
var randomH = Math.random() * (winHeight - 100); // subtract 100 for the header. and also footer padding
if (randomH < 150) {
randomH += 150; // add to keep it out of the header
}
if(winHeight - randomH < 100) { // if image will be on bottom edge of page
randomW -= imgHeight; // subtract 100 because that is the height of the images, this will prevent them from being partially off the page
}
return randomH;
}
function getRandomWidth() {
var imgWidth = 100;
var winWidth = $(window).width();
var randomW = Math.random() * winWidth;
if (randomW < 0) { // make sure it is not less than zero, then assign new number until it is greater than zero
while (randomW < 0) {
randomW = Math.random() * winWidth;
}
}
if (winWidth - randomW < 100) { // if image will be on right edge of page
randomW -= imgWidth; // subtract 100 because that is the width of the images, this will prevent them from being partially off the page
}
return randomW;
}
loadImages();
This definitely generates random images on a page...but they overlap very easily. My question is, how can I prevent them from overlapping? Here is some code that I have been working on.
var newLeft = currentImage.pos.left;
var newTop = currentImage.pos.top;
for (i in $scope.selectedImages) {
var originalLeft = $scope.selectedImages[i].pos.left;
var originalTop = $scope.selectedImages[i].pos.top;
if ((originalLeft - newLeft < 100 && originalLeft - newLeft > -100) && // could overlap horizontally
(originalTop - newTop < 100 && originalTop - newTop > -100)) { // could overlap vertically
//do something to select a new random location.
}
}
Basically you have to check a image position with every other image. You can use Array.some for this:
Considering that you store the image position in the image object as
x and y properties
function checkCollision(testImage) {
return $scope.myImages.some(function(img) {
if (img == testImage)
return false;
if (!img.x || !img.y) // Image has no position yet
return false;
return
testImage.x < img.x + imgWidth &&
testImage.x + imgWidth > img.x &&
testImage.y < img.y + imgHeight &&
testImage.y + imgHeight > img.y;
});
}
You have to be aware that depending of the available space and image sizes there might be a situation where is not possible to find a suitable position for a image.
I made a functional example.

different pages in a canvas game

The Problem
I am creating a game using the HTML5 Canvas, the game has a main menu, the main menu has multiple buttons for you to choose. I am finding it difficult and confusing how I would, for example if the user presses the 'Play' button, to show the game. Here is an image of the main menu:
The Question
The question is how would I get from this page to another in my game?
I think you get the idea. I deliberately created the menu using the canvas, I know I could of made the menu using HTML for example but I cant as this is an example for students of what Canvas can do, whats good and bad etc.
The Code
<html>
<head>
<title>Sean Coyne</title>
</head>
<body onload="start_game()">
<body>
<div style id="canvas">
<canvas id="myCanvas" style="border:5px solid #410b11" height="320" width="480">
<p>Your browser does not support HTML5!</p>
</canvas>
<script type="text/javascript">
//Referencing the canvas
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var width = canvas.getAttribute('width');
var height = canvas.getAttribute('height');
//Finding the position of the mouse
var mouseX;
var mouseY;
//Images
var bgImage = new Image();
var logoImage = new Image();
var playImage = new Image();
var instructImage = new Image();
var settingsImage = new Image();
var aboutImage = new Image();
var peaceImage = new Image();
var backgroundY = 0;
var speed = 1;
//Arrays below used for mouse over function
var buttonX = [130,110,130,160];
var buttonY = [100,140,180,220];
var buttonWidth = [96,260,182,160];
var buttonHeight = [40,40,40,40];
var peaceX = [0,0];
var peaceY = [0,0];
var peaceWidth = 35;
var peaceHeight = 35;
var peaceVisible = false;
var peaceSize = peaceWidth;
var peaceRotate = 0;
var frames = 30;
var timerId = 0;
var fadeId = 0;
var time = 0.0;
peaceImage.src = "Images/peace.png";
bgImage.onload = function(){
context.drawImage(bgImage, 0, backgroundY);
};
bgImage.src = "Images/background.png";
logoImage.onload = function(){
context.drawImage(logoImage, 50, -10);
}
logoImage.src = "Images/logo.png";
playImage.onload = function(){
context.drawImage(playImage, buttonX[0], buttonY[0]);
}
playImage.src = "Images/play.png";
instructImage.onload = function(){
context.drawImage(instructImage, buttonX[1], buttonY[1]);
}
instructImage.src = "Images/instructions.png";
settingsImage.onload = function(){
context.drawImage(settingsImage, buttonX[2], buttonY[2]);
}
settingsImage.src = "Images/settings.png";
aboutImage.onload = function(){
context.drawImage(aboutImage, buttonX[3], buttonY[3]);
}
aboutImage.src = "Images/about.png";
timerId = setInterval("update()", 1000/frames);
canvas.addEventListener("mousemove", checkPos);
canvas.addEventListener("mouseup", checkClick);
function update() {
clear();
move();
draw();
}
function clear() {
context.clearRect(0, 0, width, height);
}
function move(){
backgroundY -= speed;
if(backgroundY == -1 * height){
backgroundY = 0;
}
if(peaceSize == peaceWidth){
peaceRotate = -1;
}
if(peaceSize == 0){
peaceRotate = 1;
}
peaceSize += peaceRotate;
}
function draw(){
context.drawImage(bgImage, 0, backgroundY);
context.drawImage(logoImage, 50,-10);
context.drawImage(playImage, buttonX[1], buttonY[0]);
context.drawImage(instructImage, buttonX[2], buttonY[1]);
context.drawImage(settingsImage, buttonX[2], buttonY[2]);
context.drawImage(aboutImage, buttonX[3], buttonY[3]);
if(peaceVisible == true){
context.drawImage(peaceImage, peaceX[0] - (peaceSize/2), peaceY[0], peaceSize, peaceHeight);
context.drawImage(peaceImage, peaceX[2] - (peaceSize/2), peaceY[2], peaceSize, peaceHeight);
}
}
function checkPos(mouseEvent){
if(mouseEvent.pageX || mouseEvent.pageY == 0){
mouseX = mouseEvent.pageX - this.offsetLeft;
mouseY = mouseEvent.pageY - this.offsetTop;
}else if(mouseEvent.offsetX || mouseEvent.offsetY == 0){
mouseX = mouseEvent.offsetX;
mouseY = mouseEvent.offsetY;
}
for(i = 0; i < buttonX.length; i++){
if(mouseX > buttonX[i] && mouseX < buttonX[i] + buttonWidth[i]){
if(mouseY > buttonY[i] && mouseY < buttonY[i] + buttonHeight[i]){
peaceVisible = true;
peaceX[0] = buttonX[i] - (peaceWidth/2) - 2;
peaceY[0] = buttonY[i] + 2;
peaceX[1] = buttonX[i] + buttonWidth[i] + (peaceWidth/2);
peaceY[1] = buttonY[i] + 2;
}
}else{
peaceVisible = false;
}
}
}
function checkClick(mouseEvent){
for(i = 0; i < buttonX.length; i++){
if(mouseX > buttonX[i] && mouseX < buttonX[i] + buttonWidth[i]){
if(mouseY > buttonY[i] && mouseY < buttonY[i] + buttonHeight[i]){
fadeId = setInterval("fadeOut()", 1000/frames);
clearInterval(timerId);
canvas.removeEventListener("mousemove", checkPos);
canvas.removeEventListener("mouseup", checkClick);
}
}
}
}
function fadeOut(){
context.fillStyle = "rgba(0,0,0, 0.2)";
context.fillRect (0, 0, width, height);
time += 0.1;
if(time >= 2){
clearInterval(fadeId);
time = 0;
timerId = setInterval("update()", 1000/frames);
canvas.addEventListener("mousemove", checkPos);
canvas.addEventListener("mouseup", checkClick);
}
}
</script>
</body>
</html>
What I usually do is have a switch statement inside the draw loop, and a state variable which holds the current game state (menu, playing, etc...).
Then, based on the current game state you only draw the objects required for the current scene.
Something like this:
var STATES = {
Menu: 0,
PauseMenu: 1,
Playing: 2
};
var currentState = STATES.Menu;
...
function draw() {
switch(currentState) {
case STATES.Menu:
// Draw buttons, etc..
break;
case STATES.Playing:
// Draw the game screen, the player, etc...
break;
}
}
When the user presses the Play button the only thing you have to do is:
function onPlayButtonClick() {
currentState = STATES.Playing;
// Starting the next frame the new state will be "magically" drawn
}
If you don't like the switch statement, you can create a State class that has a draw method. Then you can simply create new states, each with it's own drawing method and in the main draw loop only call the draw method of the current state.
Same goes for the update function, each state has it's own update function (in the main menu you update buttons or animate things, while playing the game you update the game world and run your physics). So, based on the current state your update function is actually different. It's up to you how you structure your code and how you call different functions based on the current state.
In each text option, you should create a smaller Canvas, only with the option text and add a 'click' event with the callbacks.
Tip: You don't need another page, just erase the main canvas and draw what you want.

Fabricjs canvas reset after zooming

I have a fabricjs canvas that I need to be able to zoom in and out and also change the image/object inside several times.
For this I setup the canvas in the first time the page loads like this:
fabric.Object.prototype.hasBorders = false;
fabric.Object.prototype.hasControls = false;
canvas = new fabric.Canvas('my_canvas', {renderOnAddRemove: false, stateful: false});
canvas.defaultCursor = "pointer";
canvas.backgroundImageStretch = false;
canvas.selection = false;
canvas.clear();
var image = document.getElementById('my_image');
if (image != null) {
imageSrc = image.src;
if(imageSrc.length > 0){
fabric.Image.fromURL(imageSrc, function(img) {
img = scaleImage(canvas, img); //shrinks the image to fit the canvas
img.selectable = false;
canvas.centerObject(img);
canvas.setActiveObject(img);
canvas.add(img);
});
}
}
canvas.deactivateAll().renderAll();
Then when I need to change the image/object in the canvas or when the page reloads, I try to reset the canvas like this:
canvas.clear();
canvas.remove(canvas.getActiveObject());
var image = document.getElementById('my_image');
if (image != null) {
imageSrc = image.src;
if(imageSrc.length > 0){
fabric.Image.fromURL(imageSrc, function(img) {
img = scaleImage(canvas, img); //shrinks the image to fit the canvas
img.selectable = false;
canvas.centerObject(img);
canvas.setActiveObject(img);
canvas.add(img);
});
}
}
Not sure if it matters but the way I change the image is by changing the source in 'my_image' and reseting the canvas with the above method.
This works well until I use canvas.zoomToPoint, as per this thread, after this, the image/object starts changing position when I reset the zoom or click the canvas with the mouse while it is zoomed, seeming to jump at each change in the top left corner direction, eventually disappearing from view.
Reset Zoom:
canvas.setZoom(1);
resetCanvas(); //(above method)
How can I restore the image/object position?
I tried doing the initial setup instead of the reset and seamed to work visually but was in fact adding a new layer of upper canvas at each new setup so it is no good.
Is there a way to reset the canvas to original state without causing this behavior and still be able to zoom in/out correctly?
Although this question is very old, here is what I did using the current version of fabric.js 2.2.4:
canvas.setViewportTransform([1,0,0,1,0,0]);
For your information: zooming to a point is a recalculation of the viewport transformation. The upper matrix is this is the initial viewport transform matrix.
I eventually fixed the problems I was having.
To reset the zoom, instead of just setting the zoom to 1 with canvas.setZoom(1), I reapplied the canvas.zoomToPoint method to the same point but with zoom 1, to force the initial zoom but regarding the same point that was used to zoom in.
As for the problem of restoring the image position in canvas (after panning for instance) it is as simple as removing the image, centering it in the canvas and re-adding it to the canvas as was done when adding first time:
var img = canvas.getActiveObject();
canvas.remove(img);
canvas.centerObject(img);
canvas.setActiveObject(img);
canvas.add(img);
canvas.renderAll();
See below snippet - here I do the same - zooming together, but degrouping the objects in case somebody clicks on it.
The problem to get to original object properties can be solved, ungrouping the group and creating copies of them and reattaching - a bit annoying, but the only solution I found.
<script id="main">
// canvas and office background
var mainGroup;
var canvas = this.__canvas = new fabric.Canvas('c');
fabric.Object.prototype.transparentCorners = false;
fabric.Object.prototype.originX = fabric.Object.prototype.originY = 'center';
createOnjects(canvas);
// events - zoom
$(canvas.wrapperEl).on('mousewheel', function(e) {
var target = canvas.findTarget(e);
var delta = e.originalEvent.wheelDelta / 5000;
if (target) {
target.scaleX += delta;
target.scaleY += delta;
// constrain
if (target.scaleX < 0.1) {
target.scaleX = 0.1;
target.scaleY = 0.1;
}
// constrain
if (target.scaleX > 10) {
target.scaleX = 10;
target.scaleY = 10;
}
target.setCoords();
canvas.renderAll();
return false;
}
});
// mouse down
canvas.on('mouse:up', function(options) {
if (options.target) {
var thisTarget = options.target;
var mousePos = canvas.getPointer(options.e);
if (thisTarget.isType('group')) {
// unGroup
console.log(mousePos);
var clone = thisTarget._objects.slice(0);
thisTarget._restoreObjectsState();
for (var i = 0; i < thisTarget._objects.length; i++) {
var o = thisTarget._objects[i];
if (o._element.alt == "officeFloor")
continue;
else {
if (mousePos.x >= o.originalLeft - o.currentWidth / 2 && mousePos.x <= o.originalLeft + o.currentWidth / 2
&& mousePos.y >= o.originalTop - o.currentHeight / 2 && mousePos.y <= o.originalTop + o.currentHeight / 2)
console.log(o._element.alt);
}
}
// remove all objects and re-render
canvas.remove(thisTarget);
canvas.clear().renderAll();
var group = new fabric.Group();
for (var i = 0; i < clone.length; i++) {
group.addWithUpdate(clone[i]);
}
canvas.add(group);
canvas.renderAll();
}
}
});
// functions
function createOnjects(canvas) {
// ToDo: jQuery.parseJSON() for config file (or web service)
fabric.Image.fromURL('pics/OfficeFloor.jpg', function(img) {
var back = img.set({ left: 100, top: 100 });
back._element.alt = "officeFloor";
back.hasControls = false;
fabric.Image.fromURL('pics/me.png', function(img) {
var me = img.set({ left: -420, top: 275 });
me._element.alt = "me";
console.log(me);
var group = new fabric.Group([ back, me], { left: 700, top: 400, hasControls: false });
canvas.clear().renderAll();
canvas.add(group);
// remove all objects and re-render
});
});
}
</script>

How do I run an animation when moving to the left or right in JavaScript?

How do I run a sprite animation when pressing the left or right arrow keys in JavaScript? Here's my code:
var avatarX = 0;
var avatarY = 240;
var avatarImage;
var counter = 1;
var XWIDTH = 0;
var WIDTH = 400;
var dx = 5;
var tt;
var gameCanvas;
var context;
var moving;
var animationCounter = 1;
window.addEventListener('keydown', KeyDown);
function setUpGame() { //This is the function that is called from the html document.
gameCanvas = document.getElementById("gameCanvas"); //Declare a new variable & assigns it the id of the CANVAS from the html document.
context=gameCanvas.getContext("2d");
context.font = "18px Iceland";
context.textBaseline = "top";
avatarImage = new Image(); //Declaring a new variable. This is so that we can store the image at a later date.
avatarImage.onload=function(){
// avatarImage is now fully loaded and ready to drawImage
context.drawImage(avatarImage, Math.random() * 100, avatarY);
// start the timer
tt = setInterval(function(){counTer()},1000);
setInterval(handleTick, 25);
}
avatarImage.addEventListener('load', startLoop, false);
avatarImage.src = "img/ships.png"; //Ditto from above.
}
function startLoop() {
console.log("Detecting whether moving to the right is: " + moving);
if(moving == 0) {
gameLoop();
}
}
function gameLoop() {
setTimeout(gameLoop, 100);
handleTick();
}
function KeyDown(evt) {
switch (evt.keyCode) {
case 39: /*Arrow to the right*/
if(avatarX + dx <WIDTH && avatarX + dx >XWIDTH) {
avatarX += dx;
moving = 0;
}
break;
case 37: /*Arrow to the left*/
if(avatarX - dx >XWIDTH) {
avatarX -= dx;
moving = 1;
}
break;
}
}
function counTer() {
if(counter == 60) {
clearInterval(tt);
} else {
counter++;
}
}
function handleTick() {
context.clearRect(0,0,gameCanvas.width,gameCanvas.height);
context.drawImage(avatarImage, 32*animationCounter, 0, 32,32, avatarX, avatarY, 64, 64);
context.fillText("Seconds: " + counter, 5, 5);
context.fillText("1 is Right, 2 is Left, 0 is idle: " + moving, 20, 20);
animationCounter++
if(animationCounter >1) {
animationCounter = 0;
}
}
There are many ways to implement animation. The one i use is pretty easy and looks something like this:
var player = {
x: 0,
y: 0,
width: 50,
height: 100,
sprite: {
column: 0,
row: 0,
height: 50,
width: 100
},
image: PlayerImage,
animation: {
active: true, //Determines if the animation is running or not.
counter: 0,
progress: 0,
sequence: []
}
}
//This functions fires when the left arrow is pressed.
var onLeft = function(){
player.animation.sequence = [{column: 0, row: 0, t: 12}, {column: 1, row: 0, t: 12}, {column: 2, row: 0, t: 12}];
player.animation.active = true;
}
//This functions fires when the right arrow is pressed.
var onRight = function(){
player.animation.sequence = [{column: 0, row: 1, t: 12}, {column: 1, row: 1, t: 12}, {column: 2, row: 1, t: 12}];
player.animation.active = true;
}
//This function fires when no arrow are pressed.
var standingStill = function(){
player.animation.active = false;
}
var handleTick = function(){
//Clear the canvas.
context.canvas.width = context.canvas.width;
//If the animation is active.
if(player.animation.active){
//If the counter >= tick in the sequence. If not, just keep on increasing the counter value.
if(player.animation.counter >= player.animation.sequence[player.animation.progress]){
player.animation.counter = 1;
if(player.animation.progress >= player.animation.sequence.length - 1){
player.animation.progress = 0;
}else{
player.animation.progress++;
}
var currentFrame = player.animation.sequence[player.animation.progress];
//Change player.sprite column and row.(new frame)
player.sprite.column = currentFrame.column;
player.sprite.row = currentFrame.row;
}else{
player.animation.counter++;
}
}
context.drawImage(player.image, player.sprite.column * player.sprite.width, player.sprite.row * player.sprite.height, player.sprite.width, player.sprite.height, player.x, player.y, player.width, player.height)
}
The sequence is an array that contains objects that look like that: {column: 0, row: 0, t: 12} Every object is a frame. The column value is the current x of the sprite, the row is the y of the sprite. The script automatically creates the x and the y value, so all you need to add is value like 0, 1, 3, 5, and so on.(Just which frame it is on either x or y axis.) So for example, if the column is 0 and the row is 0, this is the frame that is in the top-left corner(the first frame). The t value stands for tick, this determines how many ticks there has to happend before the animation goes to the next frame.
Player.sprite also has properties width and height, that's the width and the height of the frame, it is often the same value as the width and height of the player object.
You have to make your own player.animation.sequence in onLeft and onRight function so it animates how you want it to animate.
I hope you understood what i meant. This might seem complicated, but it really isn't and if you don't get it now, don't worry, you'll get it eventually. If you really have difficulties with understanding, just ask.
Edit: First of all i highly recommend using objects to store information about entities. It makes game making much easier and cleaner. Just look at the player object, it's much easier to get the x simply by writing player.x than PlayerX. It looks more professional too. :) And when you have to give a lot of information about your entity you don't have to pass many arguments, you pass the whole object. Example:
//Entity properties stored in separate variable.
function animate(EntityX, EntityY, EntitySpriteX, EntitySpriteY, ...){
var x = EntityX;
//And so on...
}
//Entity stored in an object.
function animate(Entity){
var x = Entity.x;
//And so on...
}
Anyway, back to your question. First, we have to add variables that store information about our sprite.
var avatarSpriteColumn = 0; //Sprite frame on the x axis.
var avatarSpriteRow = 0; //Sprite frame on the y axis.
var avatarSpriteWidth = 50; //The width of a frame.
var avatarSpriteHeight = 100; //The height of a frame.
We also have to add variables that store the information about the animation.
var animationActive = false; //A variable that controls if the animation is 'running'.
var animationCounter = 0; //How many frames(ticks) have passed since the last frame(animation frame) has changed. (I'm not good at describing variables. :P)
var animationProgress = 0; //Current animation frame.
var animationSequence = []; //Array that stores the sequence of animation, as i explained.
Then, in your handleTick function you have to add a code that will animate the sprite. You have to add this code before you draw your entity.
//If the animation is active.
if(animationActive){
//If the counter >= tick in the sequence. If not, just keep on increasing the counter value.
if(animationCounter >= animationSequence[animationProgress]){
animationCounter = 1;
//Reset the progress, so that next time another animation frame shows up.
if(animationProgress >= animationSequence.length - 1){
animationProgress = 0;
}else{
animationProgress++;
}
//Select information about the current animation frame and store it in a variable so it is easier to access.
var currentFrame = animationSequence[animationProgress];
//Change player.sprite column and row.(new frame);
avatarSpriteColumn = currentFrame.column;
avatarSpriteRow = currentFrame.row;
}else{
animationCounter.counter++;
}
}
Ok, now you have a code that animates the sprite, but how do we run it? Well, i see you have a variable called moving. It tells us in what direction the player is moving and if it is moving at all. It looks like you implemented it a little bit wrong. Right now your function that operates the keys looks like this:
function KeyDown(evt) {
switch (evt.keyCode) {
case 39: /*Arrow to the right*/
if(avatarX + dx <WIDTH && avatarX + dx >XWIDTH) {
avatarX += dx;
moving = 0;
}
break;
case 37: /*Arrow to the left*/
if(avatarX - dx >XWIDTH) {
avatarX -= dx;
moving = 1;
}
break;
}
}
The variable is supposed to return 1 if the entity is going to the right, 2 if it is going to the left and 0 if the entity is standing still, right? Right now it shows 0 when the entity is moving to the right and 1 when it is moving to the left. It also doesn't show us if the entity is idle. We have to fix it. Change it to something like this:
function KeyDown(evt) {
switch (evt.keyCode) {
case 39: /*Arrow to the right*/
if(avatarX + dx <WIDTH && avatarX + dx >XWIDTH) {
avatarX += dx;
moving = 1;
}
break;
case 37: /*Arrow to the left*/
if(avatarX - dx >XWIDTH) {
avatarX -= dx;
moving = 2;
}
break;
default:
moving = 0;
}
}
Ok, now we have to add this code to the handleTick function. This code starts the animation and changes the sequence.:
if(moving == 1){ //Moving in the right direction.
animationSequence = []; //Animation of moving in the right direction. Change the sequence to your own.
animationActive = true; //Run the animation.
}else if(moving == 2){ //Moving to the left.
animationSequence = []; //Animation of moving to the left. Change the sequence to your own.
animationActive = true; //Run the animation.
}else{
animationActive = false; //Stops the animation, but the last frame stays.
/*
Alternatively, if you want a separate frame or animation that is animating when the entity is standing, you run this code.
animationSequence = []; // Your sequence. If you want a single frame, with no animation just add one frame to the sequence.
animationActive = true;
*/
}
Now, the last thing we have to do is to draw the entity. In your case, this will look something like this:
context.drawImage(avatarImage, avatarSpriteColumn * avatarSpriteWidth, avatarSpriteRow * avatarSpriteHeight, avatarWidth, avatarHeight, avatarX, avatarY, 64, 64);
In the end your whole code will look something like this:
var avatarX = 0;
var avatarY = 240;
var avatarImage;
var counter = 1;
var XWIDTH = 0;
var WIDTH = 400;
var dx = 5;
var tt;
var gameCanvas;
var context;
var moving;
var animationCounter = 1;
var avatarSpriteColumn = 0; //Sprite frame on the x axis.
var avatarSpriteRow = 0; //Sprite frame on the y axis.
var avatarSpriteWidth = 50; //The width of a frame.
var avatarSpriteHeight = 100; //The height of a frame.
var animationActive = false; //A variable that controls if the animation is 'running'.
var animationCounter = 0; //How many frames(ticks) have passed since the last frame(animation frame) has changed. (I'm not good at describing variables. :P)
var animationProgress = 0; //Current animation frame.
var animationSequence = []; //Array that stores the sequence of animation, as i explained.
window.addEventListener('keydown', KeyDown);
function setUpGame() { //This is the function that is called from the html document.
gameCanvas = document.getElementById("gameCanvas"); //Declare a new variable & assigns it the id of the CANVAS from the html document.
context=gameCanvas.getContext("2d");
context.font = "18px Iceland";
context.textBaseline = "top";
avatarImage = new Image(); //Declaring a new variable. This is so that we can store the image at a later date.
avatarImage.onload=function(){
// avatarImage is now fully loaded and ready to drawImage
context.drawImage(avatarImage, Math.random() * 100, avatarY);
// start the timer
tt = setInterval(function(){counTer()},1000);
setInterval(handleTick, 25);
}
avatarImage.addEventListener('load', startLoop, false);
avatarImage.src = "img/ships.png"; //Ditto from above.
}
function startLoop() {
console.log("Detecting whether moving to the right is: " + moving);
if(moving == 0) {
gameLoop();
}
}
function gameLoop() {
setTimeout(gameLoop, 100);
handleTick();
}
function KeyDown(evt) {
switch (evt.keyCode) {
case 39: /*Arrow to the right*/
if(avatarX + dx <WIDTH && avatarX + dx >XWIDTH) {
avatarX += dx;
moving = 1;
}
break;
case 37: /*Arrow to the left*/
if(avatarX - dx >XWIDTH) {
avatarX -= dx;
moving = 2;
}
break;
default:
moving = 0;
}
}
function counTer() {
if(counter == 60) {
clearInterval(tt);
} else {
counter++;
}
}
function handleTick() {
context.clearRect(0,0,gameCanvas.width,gameCanvas.height);
if(moving == 1){ //Moving in the right direction.
animationSequence = []; //Animation of moving in the right direction. Change the sequence to your own.
animationActive = true; //Run the animation.
}else if(moving == 2){ //Moving to the left.
animationSequence = []; //Animation of moving to the left. Change the sequence to your own.
animationActive = true; //Run the animation.
}else{
animationActive = false; //Stops the animation, but the last frame stays.
/*
Alternatively, if you want a separate frame or animation that is animating when the entity is standing, you run this code.
animationSequence = []; // Your sequence. If you want a single frame, with no animation just add one frame to the sequence.
animationActive = true;
*/
}
//If the animation is active.
if(animationActive){
//If the counter >= tick in the sequence. If not, just keep on increasing the counter value.
if(animationCounter >= animationSequence[animationProgress]){
animationCounter = 1;
//Reset the progress, so that next time another animation frame shows up.
if(animationProgress >= animationSequence.length - 1){
animationProgress = 0;
}else{
animationProgress++;
}
//Select information about the current animation frame and store it in a variable so it is easier to access.
var currentFrame = animationSequence[animationProgress];
//Change player.sprite column and row.(new frame);
avatarSpriteColumn = currentFrame.column;
avatarSpriteRow = currentFrame.row;
}else{
animationCounter.counter++;
}
}
context.drawImage(avatarImage, avatarSpriteColumn * avatarSpriteWidth, avatarSpriteRow * avatarSpriteHeight, avatarWidth, avatarHeight, avatarX, avatarY, 64, 64);
context.fillText("Seconds: " + counter, 5, 5);
context.fillText("1 is Right, 2 is Left, 0 is idle: " + moving, 20, 20);
}
The only thing you have to do right now is to make your own animationSequences and check if it works, let me know if you have any problems with that.
Of course, the code i am using is more complicated and has more "abilities" and is easier to use(the code behind is more complicated), but hopefully this will help you.
I must also apoligize for making this thing seem so complicated, when it's not. I am bad at explaining.

Collisions in simple javascript game

I'm writing a simple game in javascript and I'm wondering what the best way to handle collisions between the player and the world objects.
<script>
var isJumping = false;
var isFalling = false;
var w = 1;
var recwidth = 400;
var recheight = 400;
var xpos = 50;
var ypos = 279;
window.onload = function() {
var FPS = 30;
var ground = new myObject();
setInterval(function() {
clear();
draw();
ground.draw(0, 325);
ground.draw(125,325)
}, 1000/FPS);
};
function myObject(){
this.draw = function drawground(groundx, groundy){
var canvas = document.getElementById('canvas')
var context = canvas.getContext('2d');
//context.fillRect(xpos,ypos,100,100);
var img=new Image()
img.src="ground.png"
img.onload = function() {
context.drawImage(img,groundx,groundy)}
}
};
function jump()
{
var t=.1;
isJumping=true;
var jumpint= setInterval(function() {
yup = 12*t-(5*t*t);
ypos= ypos - yup;
t = t + .1
if(yup < 0)
{
isJumping = false;
isFalling = true;
clearInterval(jumpint);
jumpint = 0;
fall();
return;
}
}, 20);
}
function fall()
{
t=.10
var fallint= setInterval(function() {
ydown = (5*t*t);
ypos= ypos + ydown;
t = t + .1
if(ypos > 275)
{
isFalling == false;
clearInterval(fallint);
fallint = 0;
return;
}
}, 20);
}
function changex(x){
xpos = xpos + (x);
//clear();
//draw();
}
function changey(y){
ypos = ypos + (y);
//clear();
//draw();
}
function draw(){
var canvas = document.getElementById('canvas')
var context = canvas.getContext('2d');
var img=new Image()
img.src="character.png"
img.onload = function() {
context.drawImage(img,xpos,ypos)}
}
function clear(){
var canvas = document.getElementById('canvas')
var context = canvas.getContext('2d');
context.clearRect(0,0, canvas.width, canvas.height);
}
document.onkeydown = function(event) {
var keyCode;
if(event == null)
{
keyCode = window.event.keyCode;
}
else
{
keyCode = event.keyCode;
}
switch(keyCode)
{
// left
case 37:
//left
changex(-5);
break;
// up
case 38:
// action when pressing up key
jump();
break;
// right
case 39:
// action when pressing right key
changex(5);
break;
// down
case 40:
// action when pressing down key
changey(5);
break;
default:
break;
}
}
</script>
So, as you can see I'm creating two objects so far, and the player stops falling at any arbitrary point. I feel collisions at this stage wont be too difficult, but once I start adding more I feel it's going to get more difficult. I'm not going to be using the instance of the object with the same image for each instance of the object, so at some point I'm going to change the myobject function to be able to accept the image as a parameter, and then checking for collisions will be a bit more tricky. I also plan on making this into a side scroller, so once one end the map is hit it changes into the next area, which is going to cause performance issues. If I'm checking for collisions on every single object in the entire game every interval I imagine things are going to get slow. What is going to be the best way to limit the number of collisions checked? Obviously, if the object isn't on screen there is no need to check it, but is there a way to limit that. I'm thinking of making an array for every frame of the game, and filling that array with it's objects. Then, only check the array the of the frame the player is currently in. Is this feasible or still going to cause too many issues? Any help is greatly appreciated.
If you want pixel perfect collisions, I have some plain javascript code that worked for me with canvas2d rendering context.
function collide(sprite, sprite2, minOpacity=1) {
// Rectangular bounding box collision
if (sprite.x < sprite2.x + sprite2.width && sprite.x + sprite.width > sprite2.x && sprite.y < sprite2.y + sprite2.height && sprite.y + sprite.height > sprite2.y) {
// Finds the x and width of the overlapping area
var overlapX = (this.rect.x > other.rect.x) ? [this.rect.x, (other.rect.x + other.rect.width) - this.rect.x + 1] : [other.rect.x, (this.rect.x + this.rect.width) - other.rect.x + 1];
// Finds the y and height of the overlapping area
var overlapY = (this.rect.y + this.rect.height > other.rect.y + other.rect.height) ? [this.rect.y, (other.rect.y + other.rect.height) - this.rect.y + 1] : [other.rect.y, (this.rect.y + this.rect.height) - other.rect.y + 1];
// Creates a canvas to draw sprite.image to
var spriteImageCanvas = new OffscreenCanvas(overlapX[0] + overlapX[1], overlapY[0] + overlapY[1]);
var spriteImageCanvasContext = spriteImageCanvas.getContext("2d");
// Draws sprite.image to spriteImageCanvasContext
spriteImageCanvasContext.drawImage(this.image, sprite.x, sprite.y, sprite.width, sprite.height);
// Creates a canvas to draw sprite2.image to
var sprite2ImageCanvas = new OffscreenCanvas(overlapX[0] + overlapX[1], overlapY[0] + overlapY[1]);
var sprite2ImageCanvasContext = otherImageCanvas.getContext("2d");
// Draws sprite2.image to sprite2ImageCanvasContext
sprite2ImageCanvasContext.drawImage(sprite2.image, sprite2.x, sprite2.y, sprite2.width, sprite2.height);
// Loops through the x coordinates in the overlapping area
for (var x = overlapX[0]; x <= overlapX[0] + overlapX[1]; x++) {
// Loops through the y coordinates in the overlapping area
for (var y = overlapY[0]; y <= overlapY[0] + overlapY[1]; y++) {
if (/* Checks if the pixel at [x, y] in the sprite image has an opacity over minOpacity input */ thisImageCanvasContext.getImageData(x, y, 1, 1).data[3] >= minOpacity && /* Checks if the pixel at [x, y] in the sprite2 image has an opacity over minOpacity input */ otherImageCanvasContext.getImageData(x, y, 1, 1).data[3] >= minOpacity) {
return true;
};
};
};
};
}
Or if you just want rectangular collision, use the first if statement in the function.

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