I am trying to make a pong like game in html, but every time one player try to move the other movement will stop.
//javaScript
var p1axis = 40;
var p2axis = 40;
function input(event)
{
var x = event.charCode || event.keyCode;
if(x == 115)
{
p1axis += 2;
document.getElementById("p1").style.top = p1axis + "%";
}
if(x == 119)
{
p1axis -= 2;
document.getElementById("p1").style.top = p1axis + "%";
}
if(x == 108)
{
p2axis += 2;
document.getElementById("p2").style.top = p2axis + "%";
}
if(x == 111)
{
p2axis -= 2;
document.getElementById("p2").style.top = p2axis + "%";
}
}
I expect that both players will be able to play freely.
instead only one can move at once.
You can create an array and add keys as they are pressed. You will have to remove them as the key is released. Also, I just used keydown with jQuery, you can also use keydown with JavaScript.
var bKeys = [];
$('body').keydown(function(e) {
if (bKeys.includes(e.which) === false) {
bKeys.push(e.which);
}
});
$('body').keyup(function(e) {
bKeys.pop(e.which);
});
setInterval(() => {
console.log(bKeys);
}, 15);
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
Remember to click in the body when you run the code
var k1 = false, k2 = false, k3 = false, k4 = false;
var p1axis = 40;
var p2axis = 40;
function input(event)
{
var x = event.charCode || event.keyCode;
if(x == 115 || x == 83)
{
k1 = true;
}
if(x == 119 || x == 87)
{
k2 = true;
}
if(x == 108 || x == 76)
{
k3 = true;
}
if(x == 111 || x == 79)
{
k4 = true;
}
}
function remove(event)
{
var x = event.charCode || event.keyCode;
if(x == 115 || x == 83)
{
k1 = false;
}
if(x == 119 || x == 87)
{
k2 = false;
}
if(x == 108 || x == 76)
{
k3 = false;
}
if(x == 111 || x == 79)
{
k4 = false;
}
}
function move()
{
if(k1)
{
p1axis += 1;
document.getElementById("p1").style.top = p1axis + "%";
}
if(k2)
{
p1axis -= 1;
document.getElementById("p1").style.top = p1axis + "%";
}
if(k3)
{
p2axis += 1;
document.getElementById("p2").style.top = p2axis + "%";
}
if(k4)
{
p2axis -= 1;
document.getElementById("p2").style.top = p2axis + "%";
}
setTimeout(move, 20);
}
Related
I have an if statement in my code as you can see below. When I check in console log when those two elements collide with each other, the if statement becomes true, but it won't stop my interval function. I wonder what would have caused it to not work as it should?
var animationTimer = setInterval(bladAnimation, 30);
document.onkeydown = function(event) {
if (event.keyCode == 37) {
// <--
fx = -15;
fy = 0;
froskAnimation()
}
if (event.keyCode == 38) {
// opp
fy = -15;
fx = 0;
froskAnimation()
}
if (event.keyCode == 39) {
// -->
fx = 15;
fy = 0;
froskAnimation()
}
if (event.keyCode == 40) {
// ned
fy = 15;
fx = 0;
froskAnimation()
}
}
function froskAnimation() {
Xfrosk = fx + Xfrosk;
Yfrosk = fy + Yfrosk;
if ((Yfrosk + 70 > maxY) || (Yfrosk < minY)) {
Yfrosk = Yfrosk - fy;
}
if ((Xfrosk + 70 > maxX) || (Xfrosk < minX)) {
Xfrosk = Xfrosk - fx;
}
frosk.style.left = Xfrosk + "px";
frosk.style.top = Yfrosk + "px";
console.log(Xfrosk)
}
function bladAnimation() {
Yblad = by + Yblad;
if ((Yblad + 70 > maxY) || (Yblad < minY)) {
by = by * -1;
}
blad.style.top = Yblad + "px";
}
if (blad.x < frosk.x + frosk.width && blad.x + blad.width > frosk.x
&& blad.y < frosk.y + frosk.height && blad.y + blad.height > frosk.y) {
clearInterval(animationTimer);
}
full code here: https://codepen.io/ctrlvi/pen/jXbJYG
That condition is executed only once, when your javascript is loaded. At that point the condition is probably false. You should move it at the end of bladAnimation (I suppose what you're trying to do is stop the self-moving block when it hits the other one).
function bladAnimation() {
Yblad = by + Yblad;
if ((Yblad + 70 > maxY) || (Yblad < minY)) {
by = by * -1;
}
blad.style.top = Yblad + "px";
if (blad.x < frosk.x + frosk.width && blad.x + blad.width > frosk.x
&& blad.y < frosk.y + frosk.height && blad.y + blad.height > frosk.y) {
clearInterval(animationTimer);
}
}
I have three variables that I need to put in the innerHTML of four spans. The variables I use are seconds, accurateclick, and inaccurateclick. The process I use to get these variables is fine. The problem is I can't figure out how to bring them over to another function. I will make a replica of what I have. This will be a simpler version.
var x;
var y;
var z;
function A(){
x = 1;
y = 2;
z = 3;
B();
}
function B(){
var a = "";
var b = "";
var c = "";
var d = "";
a += x;
b += y;
c += z;
d += (x + y + z);
}
What would happen is, instead of a being equal to 1, b being equal to 2, and c being equal to 3, they would all equal to undefined. I don't know why that is happening when x, y, and z are global variables. I thought they should change when set to a different value.
Here is my actual code:
var seconds;
var accurateclicks;
var inaccurateclicks;
var windowheight = window.innerHeight;
var windowwidth = window.innerWidth;
var colors = ["Red", "Orange", "Yellow", "Green", "Blue", "Purple"];
var randomcolor = colors[Math.floor(Math.random()*colors.length)];
function BeginGameLoad(){
var BottomLabel1 = document.getElementById("bl1");
var BeginGameContainer = document.getElementById("BGC1");
var RightClick = false;
BottomLabel1.addEventListener("mousedown", BL1MD);
BottomLabel1.addEventListener("mouseup", BL1MU);
BottomLabel1.style.cursor = "pointer";
window.addEventListener("resize", BeginGameResize);
window.addEventListener("contextmenu", BeginGameContextMenu);
function BeginGameContextMenu(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
}
}
function BL1MD(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
RightClick = true;
}
else{
var randomcolor = colors[Math.floor(Math.random()*colors.length)];
BottomLabel1.style.color = randomcolor;
RightClick = false;
}
}
function BL1MU(){
if(RightClick == false){
window.location.href = "Game.html";
GameLoad();
}
else{
RightClick = false;
}
}
if(windowheight < 600)
{
BeginGameContainer.style.height = "600px";
}
if(windowwidth < 800)
{
BeginGameContainer.style.width = "800px";
}
function BeginGameResize(){
windowheight = window.innerHeight;
windowwidth = window.innerWidth;
if(windowheight <= 600)
{
BeginGameContainer.style.height = "600px";
}
if(windowheight > 600)
{
BeginGameContainer.style.height = "100%";
}
if(windowwidth <= 800)
{
BeginGameContainer.style.width = "800px";
}
if(windowwidth > 800)
{
BeginGameContainer.style.width = "100%";
}
}
}
function GameLoad(){
var LeftPanel2 = document.getElementById("lp2");
var LeftColorPanel2 = document.getElementById("lcp2");
var TopPanel2 = document.getElementById("tp2");
var TopLabel2 = document.getElementById("tl2");
var RightPanel2 = document.getElementById("rp2")
var RightLabel2 = document.getElementById("rl2");
var GameContainer = document.getElementById("GC2");
var MiddleLabelTwo = document.getElementById("mltwo3");
var MiddleLabelThree = document.getElementById("mlthree3");
var MiddleLabelFour = document.getElementById("mlfour3");
var MiddleLabelFive = document.getElementById("mlfive3");
var clickedRightName = false;
var clickedRightColor = false;
var clickedRightNameColor = false;
var RightClick = false;
var ClickedLeftColorPanel = false;
var ClickedRightLabel = false;
var ClickedTopLabel = false;
var Timer;
TopPanel2.addEventListener("mouseup", TP2MU);
TopLabel2.addEventListener("mousedown", TL2MD);
TopLabel2.addEventListener("mouseup", TL2MU);
TopLabel2.style.cursor = "pointer";
LeftPanel2.addEventListener("mouseup", LP2MU);
LeftColorPanel2.addEventListener("mouseup", LCP2MU);
LeftColorPanel2.addEventListener("mousedown", LCP2MD);
LeftColorPanel2.style.cursor = "pointer";
RightPanel2.addEventListener("mouseup", RP2MU);
RightLabel2.addEventListener("mouseup", RL2MU);
RightLabel2.addEventListener("mousedown", RL2MD);
RightLabel2.style.cursor = "pointer";
window.addEventListener("resize", GameResize);
window.addEventListener("contextmenu", GameContextMenu);
function AddSeconds(){
seconds++;
}
function GameContextMenu(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
}
}
function TL2MD(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
RightClick = true;
}
else if(clickedRightName == true && clickedRightColor == true && clickedRightNameColor == true){
TopLabel2.style.color = randomcolor;
RightClick = false;
}
}
function TP2MU(){
if(ClickedTopLabel == false){
inaccurateclicks++;
}
else{
ClickedTopLabel = false;
}
}
function TL2MU(){
ClickedTopLabel = true;
if(clickedRightName == true && clickedRightColor == true && clickedRightNameColor == true && RightClick == false){
clearInterval(Timer);
accurateclicks++;
window.location.href = "EndGame.html";
EndGameLoad();
}
else if (!clickedRightName == true && !clickedRightColor == true && !clickedRightNameColor == true && RightClick == false){
clearInterval(Timer);
Timer = setInterval(AddSeconds, 1000);
seconds = 0;
accurateclicks = 0;
inaccurateclicks = 0;
TopLabel2.innerHTML = randomcolor;
RightClick = false;
}
else{
inaccurateclicks++;
}
RightClick == false
}
function LCP2MD(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
RightClick = true;
}
else{
RightClick = false;
}
}
function LCP2MU(){
ClickedLeftColorPanel = true;
if(clickedRightColor == false && TopLabel2.innerHTML != "Click Here To Start" && RightClick == false){
var randomcolor2 = colors[Math.floor(Math.random()*colors.length)];
while (randomcolor2.toLowerCase() == LeftColorPanel2.style.backgroundColor){
randomcolor2 = null;
randomcolor2 = colors[Math.floor(Math.random()*colors.length)];
if(randomcolor2.toLowerCase() != LeftColorPanel2.style.color){
LeftColorPanel2.style.backgroundColorr = randomcolor2;
accurateclicks++;
break;
}
}
if(randomcolor2.toLowerCase() != LeftColorPanel2.style.backgroundColor){
LeftColorPanel2.style.backgroundColor = randomcolor2;
accurateclicks++;
}
if (LeftColorPanel2.style.backgroundColor == randomcolor.toLowerCase()){
clickedRightColor = true;
LeftColorPanel2.style.cursor = "auto";
}
randomcolor2 = null;
RightClick = false;
}
else if(clickedRightColor == true && RightClick == false){
inaccurateclicks++;
}
}
function LP2MU(){
if(ClickedLeftColorPanel == false){
inaccurateclicks++;
}
else{
ClickedLeftColorPanel = false;
}
}
function RL2MD(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
RightClick = true;
}
else{
RightClick = false;
}
}
function RL2MU(){
ClickedRightLabel = true;
if(clickedRightName == false && TopLabel2.innerHTML != "Click Here To Start" && RightClick == false){
var randomcolor2 = colors[Math.floor(Math.random()*colors.length)];
while (randomcolor2 == RightLabel2.innerHTML){
randomcolor2 = null;
randomcolor2 = colors[Math.floor(Math.random()*colors.length)];
if(randomcolor2 != RightLabel2.innerHTML){
RightLabel2.innerHTML = randomcolor2;
accurateclicks++;
break;
}
}
if(randomcolor2 != RightLabel2.color){
RightLabel2.innerHTML = randomcolor2;
accurateclicks++;
}
if (RightLabel2.innerHTML == randomcolor){
clickedRightName = true;
}
randomcolor2 = null;
}
else if(clickedRightName == true && clickedRightNameColor == false && RightClick == false){
var randomcolor2 = colors[Math.floor(Math.random()*colors.length)];
while (randomcolor2.toLowerCase() == RightLabel2.style.color){
randomcolor2 = null;
randomcolor2 = colors[Math.floor(Math.random()*colors.length)];
if(randomcolor2.toLowerCase() != RightLabel2.style.color){
RightLabel2.style.color = randomcolor2;
accurateclicks++;
break;
}
}
if(randomcolor2.toLowerCase() != RightLabel2.style.color){
RightLabel2.style.color = randomcolor2;
accurateclicks++;
}
if (RightLabel2.style.color == randomcolor.toLowerCase()){
clickedRightNameColor = true;
RightLabel2.style.cursor = "auto";
}
randomcolor2 = null;
}
else if(clickedRightName == true && clickedRightNameColor == true && RightClick == false){
inaccurateclicks++;
}
}
function RP2MU(){
if(ClickedRightLabel == false){
inaccurateclicks++;
}
else{
ClickedLeftColorPanel = false;
}
}
if(windowheight < 600)
{
GameContainer.style.height = "600px";
}
if(windowwidth < 800)
{
GameContainer.style.width = "800px";
}
function GameResize(){
windowheight = window.innerHeight;
windowwidth = window.innerWidth;
if(windowheight <= 600)
{
GameContainer.style.height = "600px";
}
if(windowheight > 600)
{
GameContainer.style.height = "100%";
}
if(windowwidth <= 800)
{
GameContainer.style.width = "800px";
}
if(windowwidth > 800)
{
GameContainer.style.width = "100%";
}
}
}
function EndGameLoad(){
var BottomLabel3 = document.getElementById("bl3");
var EndGameContainer = document.getElementById("EGC3");
var MiddleLabelTwo = document.getElementById("mltwo3");
var MiddleLabelThree = document.getElementById("mlthree3");
var MiddleLabelFour = document.getElementById("mlfour3");
var MiddleLabelFive = document.getElementById("mlfive3");
var RightClick = false;
BottomLabel3.addEventListener("mousedown", BL3MD);
BottomLabel3.addEventListener("mouseup", BL3MU);
BottomLabel3.style.cursor = "pointer";
window.addEventListener("resize", EndGameResize);
MiddleLabelTwo.innerHTML += seconds;
MiddleLabelThree.innerHTML += accurateclicks;
MiddleLabelFour.innerHTML += inaccurateclicks;
MiddleLabelFive.innerHTML += seconds + accurateclicks + inaccurateclicks;
window.addEventListener("contextmenu", EndGameContextMenu);
function EndGameContextMenu(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
}
}
function BL3MD(e){
if(e.which == 3 || e.button == 2){
e.preventDefault();
RightClick = true
}
else{
randomcolor = colors[Math.floor(Math.random()*colors.length)];
BottomLabel3.style.color = randomcolor;
RightClick = false;
}
}
function BL3MU(){
if(RightClick == false){
MiddleLabelTwo.innerHTML = "Time (Seconds): "
MiddleLabelThree.innerHTML = "Accurate Clicks: "
MiddleLabelFour.innerHTML = "Inaccurate Clicks: "
MiddleLabelFive.innerHTML = "Score: "
window.location.href = "Game.html";
}
}
if(windowheight < 600)
{
EndGameContainer.style.height = "600px";
}
if(windowwidth < 800)
{
EndGameContainer.style.width = "800px";
}
function EndGameResize(){
windowheight = window.innerHeight;
windowwidth = window.innerWidth;
if(windowheight <= 600)
{
EndGameContainer.style.height = "600px";
}
if(windowheight > 600)
{
EndGameContainer.style.height = "100%";
}
if(windowwidth <= 800)
{
EndGameContainer.style.width = "800px";
}
if(windowwidth > 800)
{
EndGameContainer.style.width = "100%";
}
}
}
Whenever I run it, it works up to this point
MiddleLabelTwo.innerHTML += seconds;
MiddleLabelThree.innerHTML += accurateclicks;
MiddleLabelFour.innerHTML += inaccurateclicks;
MiddleLabelFive.innerHTML += seconds + accurateclicks + inaccurateclicks;
It says seconds, accurateclicks, and inaccurateclicks are all undefined. I don't know why this would happen given that they were defined in the previous function [Game()].
try writing,
x = 1;
y = 2;
z = 3;
function A() {
B();
}
function B() {
var a = "";
var b = "";
var c = "";
var d = "";
a += x;
b += y;
c += z;
d += (x + y + z);
console.log(a, b, c, d);
}
A();
Reason: 'var' defines variables locally!
You did make two html files and this caused the js file to reload. This is why the global variables are declared again and are renewed to undefined.The solution is to work with one html file and to only reload the body.
My syntax was right, but as #Julie mentioned, the variables were being reloaded. How to get JS variable to retain value after page refresh? this helped me solve my problem.
The code seems right to me but when i try to move the div with class ai using the key 'A' and 'Q' it doesn't work , it work only with the div which have the class player when hitting up and down arrow :
LIVE DEMO
JavaScript :
var playerPosition = 0,
playerPosition2 = 0;
window.onkeydown = function(e) {
var key = e.keyCode ? e.keyCode : e.which;
if(key == 40) { // up arrow
playerPosition += 5;
} if(key == 38) { // down arrow
playerPosition -= 5;
}
if(key == 113) { // q buttton
playerPosition2 += 5;
} if(key == 97) {
playerPosition2 -= 5; // a button
}
var players1 = document.getElementsByClassName('player');
for(var i = 0; i < players1.length; i++) {
if (playerPosition < 0) {
playerPosition = 0;
}
else if (playerPosition > 330) {
playerPosition = 330;
}
players1[i].style.top = playerPosition + "px";
}
var players2 = document.getElementsByClassName('ai');
for(var i = 0; i < players2.length; i++) {
if (playerPosition2 < 0) {
playerPosition2 = 0;
}
else if (playerPosition > 330) {
playerPosition2 = 330;
}
players2[i].style.top = playerPosition2 + "px";
}
}
Not sure where you got those keyCode values
a = 65
q = 81
http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
I have some javascript code like below
function mask(eventVal,val){
var len = val.value.length;
var key = whichKey(eventVal);
if(key>47 && key<58)
{
if( len==0 )val.value=val.value+'('
else if( len==4 )val.value=val.value+') '
else if(len==9 )val.value=val.value+'-'
else val.value=val.value;
}
else{
val.value = val.value.replace(/[^0-9-]/,'')
val.value = val.value.replace('--','-')
}
}
function whichKey(eventVal) {
var code;
if (!eventVal) var eventVal = window.event;
if (eventVal.keyCode) code = eventVal.keyCode;
else if (eventVal.which) code = eventVal.which;
return code;
}
HTML
<input type="text" name="PhoneNumber" id="PhoneNumber" value="" onkeydown="mask(event,this)"/>
It is working fine when I am typing phone number like 1234567890 is automatically converting into (123) 456-7890 when I am trying to remove value like remove 0 from the end then formatting is getting ruined completely. like 123) 456-789 and even it is getting ruined when I am click any other place. Can Any one help me to fix it?
check this script..
<script language="javascript">
var zChar = new Array(' ', '(', ')', '-', '.');
var maxphonelength = 14;
var phonevalue1;
var phonevalue2;
var cursorposition;
function ParseForNumber1(object){
phonevalue1 = ParseChar(object.value, zChar);
}
function ParseForNumber2(object){
phonevalue2 = ParseChar(object.value, zChar);
}
function up(object,e) {
if(e){
e = e
} else {
e = window.event
}
if(e.which){
var keycode = e.which
} else {
var keycode = e.keyCode
}
ParseForNumber1(object)
if(keycode >= 48){
ValidatePhone(object)
}
}
function down(object,e) {
if(e){
e = e
} else {
e = window.event
}
if(e.which){
var keycode = e.which
} else {
var keycode = e.keyCode
}
ParseForNumber2(object)
}
function GetCursorPosition(){
var t1 = phonevalue1;
var t2 = phonevalue2;
var bool = false
for (i=0; i<t1.length; i++)
{
if (t1.substring(i,1) != t2.substring(i,1)) {
if(!bool) {
cursorposition=i
window.status=cursorposition
bool=true
}
}
}
}
function ValidatePhone(object){
var p = phonevalue1
p = p.replace(/[^\d]*/gi,"")
if (p.length < 3) {
object.value=p
} else if(p.length==3){
pp=p;
d4=p.indexOf('(')
d5=p.indexOf(')')
if(d4==-1){
pp="("+pp;
}
if(d5==-1){
pp=pp+")";
}
object.value = pp;
} else if(p.length>3 && p.length < 7){
p ="(" + p;
l30=p.length;
p30=p.substring(0,4);
p30=p30+") "
p31=p.substring(4,l30);
pp=p30+p31;
object.value = pp;
} else if(p.length >= 7){
p ="(" + p;
l30=p.length;
p30=p.substring(0,4);
p30=p30+") "
p31=p.substring(4,l30);
pp=p30+p31;
l40 = pp.length;
p40 = pp.substring(0,9);
p40 = p40 + "-"
p41 = pp.substring(9,l40);
ppp = p40 + p41;
object.value = ppp.substring(0, maxphonelength);
}
GetCursorPosition()
if(cursorposition >= 0){
if (cursorposition == 0) {
cursorposition = 2
} else if (cursorposition <= 2) {
cursorposition = cursorposition + 1
} else if (cursorposition <= 4) {
cursorposition = cursorposition + 3
} else if (cursorposition == 5) {
cursorposition = cursorposition + 3
} else if (cursorposition == 6) {
cursorposition = cursorposition + 3
} else if (cursorposition == 7) {
cursorposition = cursorposition + 4
} else if (cursorposition == 8) {
cursorposition = cursorposition + 4
e1=object.value.indexOf(')')
e2=object.value.indexOf('-')
if (e1>-1 && e2>-1){
if (e2-e1 == 4) {
cursorposition = cursorposition - 1
}
}
} else if (cursorposition == 9) {
cursorposition = cursorposition + 4
} else if (cursorposition < 11) {
cursorposition = cursorposition + 3
} else if (cursorposition == 11) {
cursorposition = cursorposition + 1
} else if (cursorposition == 12) {
cursorposition = cursorposition + 1
} else if (cursorposition >= 13) {
cursorposition = cursorposition
}
var txtRange = object.createTextRange();
txtRange.moveStart( "character", cursorposition);
txtRange.moveEnd( "character", cursorposition - object.value.length);
txtRange.select();
}
}
function ParseChar(sStr, sChar)
{
if (sChar.length == null)
{
zChar = new Array(sChar);
}
else zChar = sChar;
for (i=0; i<zChar.length; i++)
{
sNewStr = "";
var iStart = 0;
var iEnd = sStr.indexOf(sChar[i]);
while (iEnd != -1)
{
sNewStr += sStr.substring(iStart, iEnd);
iStart = iEnd + 1;
iEnd = sStr.indexOf(sChar[i], iStart);
}
sNewStr += sStr.substring(sStr.lastIndexOf(sChar[i]) + 1, sStr.length);
sStr = sNewStr;
}
return sNewStr;
}
</script>
HTML:
<input type="text" name="txtInput" onkeydown="javascript:down(this,event);" onkeyup="javascript:up(this,event);">
You can try this code to replace your last digit
<script type="text/javascript">
function fnc()
{
str=document.getElementById("atext").value;
x=(str.match(pattern));
if(x!="")
{str=str.replace(/[0-9]$/g,'')}
alert(str);
}
</script>
<body>
<input type="text" id="atext">
<input type="button" onClick="fnc()">
</body>
i have written a snake program using javascript..
the problem is that the snake does not grow more than 2 blocks size....
<html>
<head>
<script type="text/javascript">
var matrix, body, dir, key, lastx, lasty, start, applex, appley, eat, hal;
function node(x, y) {
this.x = x;
this.y = y;
}
function draw() {
var str;
for (var i = 0; i < body.length; i++) {
matrix[body[i].x * 50 + body[i].y].bgColor = "black";
}
}
function halt() {
hal = 1 - hal;
if (hal == 0) automove();
}
function check_status() {
if (start == 1 && hal == 0) {
var ch;
if (eat == 1) {
do {
ch = 0;
applex = Math.round(49 * Math.random());
appley = Math.round(49 * Math.random());
for (var i = 0; i < body.length; i++)
if (body[i].x == applex && body[i].x == appley) ch = 1;
} while (ch == 1);
matrix[applex * 50 + appley].bgColor = "blue";
eat = 0;
}
lastx = body[body.length - 1].x;
lasty = body[body.length - 1].y;
for (var i = 1; i < body.length; i++) {
body[i].x = body[i - 1].x;
body[i].y = body[i - 1].y;
}
if (dir == 1)--body[0].x;
else if (dir == -1)++body[0].x;
else if (dir == 2)--body[0].y;
else if (dir == -2)++body[0].y;
if (body[0].x == -1 || body[0].x == 50 || body[0].y == 50 || body[0].y == -1) {
alert("GAME OVER!!");
start = 0;
}
for (var i = 1; i < body.length; i++) {
if (body[0].x == body[i].x && body[0].y == body[i].y) {
alert("GAME OVER!!");
start = 0;
i = 10000;
}
}
if (body[0].x == applex && appley == body[0].y) {
eat = 1;
body[body.length] = new node(lastx, lasty);
}
matrix[lastx * 50 + lasty].bgColor = "white";
draw();
}
}
function automove() {
if (start == 1 && hal == 0) {
if (key != -dir) dir = key;
check_status();
window.setTimeout("automove()", 200);
}
}
function init() {
start = 1;
var x = document.getElementById("mine");
var str = "<table id='tab' align='center' height='500px' cellSpacing='0' cellPadding='0' width='500px' border='4' >";
for (var i = 0; i < 50; i++) {
str += "<tr>";
for (var j = 0; j < 50; j++)
str += "<td></td>";
str += "</tr>";
}
str += "</table>";
x.innerHTML = str;
matrix = document.getElementsByTagName("td");
body = new Array();
body[0] = new node(0, 0);
draw();
dir = key = -1;
eat = 1;
v = 0;
hal = 0;
automove();
}
function keypress(e) {
if ((e.keyCode == 38) || ((e.which) && (e.which == 38))) //up
key = 1;
else if ((e.keyCode == 40) || ((e.which) && (e.which == 40))) //down
key = -1;
else if ((e.keyCode == 37) || ((e.which) && (e.which == 37))) //left
key = 2;
else if ((e.keyCode == 39) || ((e.which) && (e.which == 39))) //right
key = -2;
check_status();
}
</script>
</head>
<body onkeydown=keypress(event)>
<br/>
<input type="button" onClick="init()" value="play">
<input type="button" onClick="halt()" value="pause">
<p id="mine"></p>
<br><h5 id="score"></h5>
</body>
</html>
The problem is here:
lastx=body[body.length-1].x;
lasty=body[body.length-1].y;
for(var i=1;i<body.length;i++)
{
body[i].x=body[i-1].x;
body[i].y=body[i-1].y;
}
In that loop, body[1] is assigned to body[0], then body [2] is assigned to body[1] etc. This means that everything from index 1 to the end will be set equal to body[0], then body[0] is altered based on direction - so there are only two positions.
Look into the javascript unshift method.
You could replace that loop with:
body.unshift(body[0]);