How to make a self playing snake game using JS? - javascript

I'm trying to code a snake game that will randomly move through the canvas. for now, I won't worry about the "food" as my main problem is the self-playing part not running. it seems to start but does not change course over time, so not sure if need to implement a timer (?)
Tried with a switch and thought by generating with random() one of the alternatives but only goes in one direction until hits the border
*/<-------------------------HTML----------------------->*/
<html>
<head>
<meta charset='utf-8'/>
<link rel="stylesheet" href="css/style.css">
</head>
<body>
<div class= 'game'>
<div id = 'home'>
<canvas id='mycanvas' width='350' height='350'>
</canvas>
</div>
<button id='btn'>START</button>
</div>
<script src="js/logic.js"></script>
</body>
</html>
CSS:
/*<----------------------CSS----------------------->*/
#home {
width: 350px;
height: 350px;
background-size: auto 350px;
background-repeat: no-repeat;
background-color: lightgrey;
background-position: center center;
padding: 0;
margin: 03;
}
button {
background-color: green;
color: white;
border: none;
bottom: 0;
height: 30px;
font-size: 12pt;
float: left;
width: 90px;
margin: 10px 0 0 0;
}
button:hover {
background-color: darkgreen;
}
button:disabled {
background-color: grey;
}
.game {
margin: 0 auto;
}
JS:
/*<-------------------JS----------------->*/
var mycanvas = document.getElementById('mycanvas');
var ctx = mycanvas.getContext('2d');
var snakeSize = 10;
var w = 350;
var h = 350;
var snake;
var snakeSize = 10;
var pixel;
var drawModule = (function() {
var bodySnake = function(x, y) {
ctx.fillStyle = 'green';
ctx.fillRect(x * snakeSize, y * snakeSize, snakeSize, snakeSize);
ctx.strokeStyle = 'black';
ctx.strokeRect(x * snakeSize, y * snakeSize, snakeSize, snakeSize);
}
var drawSnake = function() {
var length = 4;
snake = [];
for (var i = length - 1; i >= 0; i--) {
snake.push({ x: i, y: 0 });
}
}
var paint = function() {
ctx.fillStyle = 'lightgrey';
ctx.fillRect(0, 0, w, h);
ctx.strokeStyle = 'black';
ctx.strokeRect(0, 0, w, h);
btn.setAttribute('disabled', true);
var snakeX = snake[0].x;
var snakeY = snake[0].y;
if (direction == 'right') {
snakeX++;
} else if (direction == 'left') {
snakeX--;
} else if (direction == 'up') {
snakeY--;
} else if (direction == 'down') {
snakeY++;
}
if (snakeX == -1 || snakeX == w / snakeSize || snakeY == -1 || snakeY == h / snakeSize || checkCollision(snakeX, snakeY, snake)) {
btn.removeAttribute('disabled', true);
ctx.clearRect(0, 0, w, h);
gameloop = clearInterval(gameloop);
return;
}
if (snakeX == pixel.x && snakeY == pixel.y) {
var tail = { x: snakeX, y: snakeY };
} else {
var tail = snake.pop();
tail.x = snakeX;
tail.y = snakeY;
}
snake.unshift(tail);
for (var i = 0; i < snake.length; i++) {
bodySnake(snake[i].x, snake[i].y);
}
}
var createPixels = function() {
pixel = {
x: Math.floor((Math.random() * 30) + 1),
y: Math.floor((Math.random() * 30) + 1)
}
}
var checkCollision = function(x, y, array) {
for (var i = 0; i < array.length; i++) {
if (array[i].x === x && array[i].y === y) {
return true;
//this part should reinitiate the game
//when it hits an edge
/*}
if (x > w - 1 || x < 0 || y > h - 1 || h < 0) {
return true;*/
}
return false;
}
}
var init = function() {
var r = Math.round(Math.random() * 5);
switch (r) {
case 1:
direction = 'left';
console.log('left');
break;
case 2:
direction = 'right';
console.log('right');
break;
case 3:
direction = 'up';
console.log('up');
break;
case 4:
direction = 'down';
console.log('down');
break;
}
drawSnake();
createPixels();
gameloop = setInterval(paint, 80);
}
return {
init: init
};
}());
(function(window, document, undefined) {
var btn = document.getElementById('btn');
btn.addEventListener("click", function() { drawModule.init(); });
}
)(window, document, drawModule);

Assign direction a random value inside the paint() function.
Explanation: Currently, the only call to random() is in the init() function, which is only called once. Thus direction is only set once, and there is no way for it to change.

Related

JavaScript Snake Game with two Snakes (Local Mutiplayer)

Im programing a Snake Webgame with HTML, CSS and JavaScript and im implementing Multiple Gamemodes, one should be a Local Multiplayer where one Person is playing with Arrow keys and the Other Person with WASD.
But I got the problem, that I dont know how to Summon a Second Snake. I tried to just copy the Summon Code and rename the variables. But that didn't work, no matter what I tryed.
The code is 90% made by myself, but because of some JavaScript beginner issues I needed some help by the web.
Can someone may tell me how I can summon a Second snake? I just need the "how to" Summon.
let canvas = document.getElementById('game');
let ctx = canvas.getContext('2d');
let grid = 10;
let count = 0;
//Scores
let Score = 0;
let HighScore = 0;
let Alive = true;
//Snake Speed
let Speed = 15;
//Snake Base Stats
let snake = {
x: 200,
y: 200,
dx: grid,
dy: 0,
cells: [],
maxCells: 4
};
//First Apple Spawn
let apple = {
x: 320,
y: 320
};
//Random Int for Apple Spawn
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
function loop() {
requestAnimationFrame(loop);
//Tic speed
if (++count < Speed) {
return;
}
count = 0;
ctx.clearRect(0, 0, canvas.width, canvas.height);
snake.x += snake.dx;
snake.y += snake.dy;
//Automatic Movement
if (snake.x < 0) {
snake.x = canvas.width - grid;
} else if (snake.x >= canvas.width) {
snake.x = 0;
}
if (snake.y < 0) {
snake.y = canvas.height - grid;
} else if (snake.y >= canvas.height) {
snake.y = 0;
}
snake.cells.unshift({
x: snake.x,
y: snake.y
});
if (snake.cells.length > snake.maxCells) {
snake.cells.pop();
}
//Apple Color
ctx.fillStyle = 'gold';
ctx.fillRect(apple.x, apple.y, grid - 1, grid - 1);
//Snake Color
ctx.fillStyle = 'white';
snake.cells.forEach(function(cell, index) {
//Snake Color
ctx.fillRect(cell.x, cell.y, grid - 1, grid - 1);
//Snake Eat Apple
if (cell.x === apple.x && cell.y === apple.y) {
snake.maxCells++;
apple.x = getRandomInt(0, 25) * grid;
apple.y = getRandomInt(0, 25) * grid;
SnakeScore();
}
//Snake Dies
for (var i = index + 1; i < snake.cells.length; i++) {
if (cell.x === snake.cells[i].x && cell.y === snake.cells[i].y) {
SummonSnake();
Alive = false;
SnakeScore();
}
}
});
}
//Arrow Key Movement
document.addEventListener('keydown', function(e) {
if (e.which === 37 && snake.dx === 0) {
snake.dx = -grid;
snake.dy = 0;
} else if (e.which === 38 && snake.dy === 0) {
snake.dy = -grid;
snake.dx = 0;
} else if (e.which === 39 && snake.dx === 0) {
snake.dx = grid;
snake.dy = 0;
} else if (e.which === 40 && snake.dy === 0) {
snake.dy = grid;
snake.dx = 0;
}
});
requestAnimationFrame(loop);
//Score
function SnakeScore() {
if (Alive === true) {
Score++;
document.getElementById("Score").innerHTML = Score;
} else if (Alive === false) {
Score = 0;
document.getElementById("Score").innerHTML = Score;
Alive = true;
}
if (Score > HighScore) {
SnakeHighscore();
}
}
//Highscore
function SnakeHighscore() {
HighScore = Score;
document.getElementById("Highscore").innerHTML = HighScore;
}
//Snake Summon Stats
function SummonSnake() {
snake.x = 200;
snake.y = 200;
snake.cells = [];
snake.maxCells = 4;
snake.dx = grid;
snake.dy = 0;
}
//Gamemodes
function GameMode() {
value = document.getElementById('valueGames').value;
if (value === "E") {
Speed = 15;
Score = 0;
document.getElementById("Score").innerHTML = Score;
SummonSnake();
} else if (value === "M") {
Speed = 10;
Score = 0;
document.getElementById("Score").innerHTML = Score;
SummonSnake();
} else if (value === "H") {
Speed = 5;
Score = 0;
document.getElementById("Score").innerHTML = Score;
SummonSnake();
} else if (value === "Multiplayer") {
}
}
body {
display: flex;
align-items: center;
justify-content: center;
background-image: url('https://wallpapercave.com/wp/wp3493594.png');
}
canvas {
width: 403px;
height: 403px;
border: 2px solid rgb(255, 213, 0);
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
#ScoreCSS {
margin-right: 50px;
}
<!DOCTYPE html>
<html lang="en">
<head>
<link rel="stylesheet" href="main.css">
<meta charset="UTF-8">
<title>Snake NICEEE</title>
</head>
<body>
<!-- Scores -->
<h1 id="ScoreCSS">Score: <a id="Score">0</a></h1>
<h1>Highscore: <a id="Highscore">0</a></h1>
<!-- Canvas (Game Field)-->
<canvas id="game" width="400" height="400"></canvas>
<!-- Dropdown for GameModes -->
<select id="valueGames" onchange="GameMode()">
<option value="E" selected>Easy</option>
<option value="M">Middle</option>
<option value="H">Hard</option>
<option value="Multiplayer">Multiplayer</option>
</select>
</body>
</html>
This should get you started. I created a second snake object and moved the alive property to the snake. Then I added functions to draw/move the snake and passed the snake object to those functions so you don't have as much duplicate code in order to handle multiple snakes. (Theoretically, you could add more than 2 snakes this way by creating new snake objects and then adding moveSnake(snake3, canvas); etc).
You'll need to add the event listeners for WASD as well as "dead" game logic in Multiplayer mode, because presumably the game will pause somehow and show the winner and the high score.
let canvas = document.getElementById('game');
let ctx = canvas.getContext('2d');
let grid = 10;
let count = 0;
//Scores
let Score = 0;
let HighScore = 0;
let Speed = 15;
//Snake Base Stats
let snake = {
x: 200,
y: 200,
dx: grid,
dy: 0,
cells: [],
maxCells: 4,
alive: true, // moved the global var here
active: true, // added this in order to track multiple snakes being active
color: 'white' // moved this here to define it per-snake
};
let snake2 = {
x: 200,
y: 200,
dx: grid,
dy: 0,
cells: [],
maxCells: 4,
alive: true,
active: false,
color: 'red'
};
// keep track of active snakes
let snakes = [
snake
];
//First Apple Spawn
let apple = {
x: 320,
y: 320,
color: 'gold'
};
//Random Int for Apple Spawn
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
function loop() {
requestAnimationFrame(loop);
//Tic speed
if (++count < Speed) {
return;
}
count = 0;
ctx.clearRect(0, 0, canvas.width, canvas.height);
moveSnakes(snakes, canvas);
//Apple Color
ctx.fillStyle = apple.color;
ctx.fillRect(apple.x, apple.y, grid - 1, grid - 1);
drawSnakes(snakes, ctx, apple);
}
//Arrow Key Movement
document.addEventListener('keydown', function(e) {
if (e.which === 37 && snake.dx === 0) {
snake.dx = -grid;
snake.dy = 0;
} else if (e.which === 38 && snake.dy === 0) {
snake.dy = -grid;
snake.dx = 0;
} else if (e.which === 39 && snake.dx === 0) {
snake.dx = grid;
snake.dy = 0;
} else if (e.which === 40 && snake.dy === 0) {
snake.dy = grid;
snake.dx = 0;
}
});
//TODO: add movement for snake2
requestAnimationFrame(loop);
function moveSnakes(snakes, canvas) {
snakes.forEach(function(snake) {
if (!snake.active) {
return;
}
snake.x += snake.dx;
snake.y += snake.dy;
if (snake.x < 0) {
snake.x = canvas.width - grid;
} else if (snake.x >= canvas.width) {
snake.x = 0;
}
if (snake.y < 0) {
snake.y = canvas.height - grid;
} else if (snake.y >= canvas.height) {
snake.y = 0;
}
snake.cells.unshift({
x: snake.x,
y: snake.y
});
if (snake.cells.length > snake.maxCells) {
snake.cells.pop();
}
});
}
function drawSnakes(snakes, ctx, apple) {
snakes.forEach(function(snake) {
if (!snake.active) {
return;
}
//Snake Color
ctx.fillStyle = snake.color;
snake.cells.forEach(function(cell, index) {
//Snake Color
ctx.fillRect(cell.x, cell.y, grid - 1, grid - 1);
//Snake Eat Apple
if (cell.x === apple.x && cell.y === apple.y) {
snake.maxCells++;
apple.x = getRandomInt(0, 25) * grid;
apple.y = getRandomInt(0, 25) * grid;
SnakeScore(snake);
}
//Snake Dies
for (var i = index + 1; i < snake.cells.length; i++) {
if (cell.x === snake.cells[i].x && cell.y === snake.cells[i].y) {
SummonSnake(snake);
snake.alive = false;
SnakeScore();
}
}
});
});
}
//Score
function SnakeScore(snake) {
if (snake.alive) {
Score++;
document.getElementById("Score").innerHTML = Score;
} else if (!snake.alive) {
Score = 0;
document.getElementById("Score").innerHTML = Score;
snake.alive = true;
}
if (Score > HighScore) {
SnakeHighscore();
}
}
//Highscore
function SnakeHighscore() {
HighScore = Score;
document.getElementById("Highscore").innerHTML = HighScore;
}
//Snake Summon Stats
function SummonSnake(snake, y) {
snake.x = 200;
snake.y = y;
snake.cells = [];
snake.maxCells = 4;
snake.dx = grid;
snake.dy = 0;
}
function activateSnakes(numberOfSnakes) {
if (numberOfSnakes === 1) {
SummonSnake(snake, 200);
snakes = [snake];
snake2.active = false;
} else if (numberOfSnakes === 2) {
SummonSnake(snake, 180);
SummonSnake(snake2, 220);
snakes = [snake, snake2];
snake2.active = true;
}
}
//Gamemodes
function GameMode() {
value = document.getElementById('valueGames').value;
if (value === "E") {
Speed = 15;
activateSnakes(1);
} else if (value === "M") {
Speed = 10;
activateSnakes(1);
} else if (value === "H") {
Speed = 5;
activateSnakes(1);
} else if (value === "Multiplayer") {
Speed = 5;
activateSnakes(2);
}
Score = 0;
document.getElementById("Score").innerHTML = Score;
}
GameMode();
body {
display: flex;
align-items: center;
justify-content: center;
background-image: url('https://wallpapercave.com/wp/wp3493594.png');
}
canvas {
width: 403px;
height: 403px;
border: 2px solid rgb(255, 213, 0);
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
#ScoreCSS {
margin-right: 50px;
}
<!DOCTYPE html>
<html lang="en">
<head>
<link rel="stylesheet" href="main.css">
<meta charset="UTF-8">
<title>Snake NICEEE</title>
</head>
<body>
<!-- Scores -->
<h1 id="ScoreCSS">Score: <a id="Score">0</a></h1>
<h1>Highscore: <a id="Highscore">0</a></h1>
<!-- Canvas (Game Field)-->
<canvas id="game" width="400" height="400"></canvas>
<!-- Dropdown for GameModes -->
<select id="valueGames" onchange="GameMode()">
<option value="E">Easy</option>
<option value="M">Middle</option>
<option value="H">Hard</option>
<option value="Multiplayer" selected>Multiplayer</option>
</select>
</body>
</html>

Collision detection of a ball with the canvas edges

I was following the Mozilla game dev tutorial, and making a simple Breakout game in the HTML5 Canvas and JS.
However, I wanted to enlarge the canvas because it was a bit small so I tried a 800x600 canvas. Then, I noticed the ball was a bit too slow for this new canvas size.
Originaly in the mozilla tutorial, the ball speed was 2. I tried to use 3 instead. And thus comes the problem ...
As I use requestAnimationFrame, which refreshes about 60x per second, we can say that my ball will move about 3 x 60 = 180px per second.
To detect the collision with the right edge of the canvas I use the condition:
if (ball.x + ball.radius >= canvas.width) {
ball.speed = -ball.speed;
// I reverse the speed, which goes from 3 to -3, so the ball bounces.
}
THE PROBLEM IS :
If I put the ball in the starting position x = 2 and, my canvas is 600 pixels wide.
As the ball moves 3px by 3px and a radius of 10px, the ball will arrive at 589 ... and only at 592 it will bounce. While it should bounce at 590.
I tried a lot of things but nothing seems to correct this problem.
The goal is the ball to bounce on the position 590 (well the canvas.width - ball.radius), regardless of the speed, or the starting position.
The problem maybe lies within my gameloop.
I'm using a simple gameloop like this :
function update {
requestAnimationFrame(update)
Drawball();
Moveball()
Collision();
}
requestAnimationFrame(update);
Is it wrong to do collision like this ??
Thanks for the help i'm stuck with this problem since 2 weeks !
I will provide my code
<style>
* {
padding: 0;
margin: 0;
}
body {
position: relative;
background-color: black;
background-image: radial-gradient(rgba(0, 150, 0, 0.3), black 120%);
height: 100vh;
}
canvas {
background: #000;
display: block;
position: absolute;
top: 20px;
right: 20px;
border: solid #00FA61 1px;
}
#debug {
position: absolute;
padding: 10px;
top: 20px;
left: 20px;
border: solid #00FA61 1px;
color: #00FA61;
font-family: 'Courier', monospace;
font-size: 18px;
text-align: center;
}
#debug span {
font-size: 2em;
font-weight: bold;
}
</style>
</head>
<body>
<div id="debug">
<h3>Debug mode</h3>
<p id="posX"></p>
<p id="posY"></p>
<p id="collision"></p>
</div>
<canvas id="myCanvas" width="800" height="600"></canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var hauteur_canvas = canvas.height;
var largeur_canvas = canvas.width;
var infoPosX = document.getElementById("posX");
var infoPosY = document.getElementById("posY");
var infoCollide = document.getElementById("collision");
/* BALL POS X/Y */
var x = canvas.width / 2;
var y = canvas.height - 40;
/* BALL SPEED */
var direction_x = 8;
var direction_y = -direction_x;
/* RAYON DE LA BOULE */
var rayon_balle = 10;
var timer = 0;
var id_frame;
var currentSeconde = 0,
frameCount = 0,
frameLastSecond = 0;
var colorBall = "#00FA61";
/* HAUTEUR ET LARGEUR DU PADDLE */
var paddleHeight = 10;
var paddleWidth = 75;
/* POSITION X ET Y DU COIN GAUCHE HAUT */
var paddleX = (largeur_canvas - paddleWidth) / 2;
var paddleY = hauteur_canvas - paddleHeight;
/* DISTANCES ENTRE BOULES ET PADDLE */
var dist_center_X;
var dist_center_Y;
/* DETECTION DES INPUTS */
var rightPressed = false;
var leftPressed = false;
/* GESTION DES BRIQUES */
var brickRowCount = 3;
var brickColumnCount = 5;
var brick = {
hauteur: 50,
largeur: 132,
padding: 20,
offsettop: 30,
offsetleft: 30
};
var bricks = [];
for (var c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (var r = 0; r < brickRowCount; r++) {
bricks[c][r] = {
x: 0,
y: 0
};
}
}
/* ------------------- */
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, rayon_balle, 0, Math.PI * 2);
ctx.fillStyle = colorBall;
ctx.fill();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, paddleY, paddleWidth, paddleHeight);
ctx.fillStyle = "#00FA61";
ctx.fill();
ctx.closePath();
}
function drawBricks() {
for (var c = 0; c < brickColumnCount; c++) {
for (var r = 0; r < brickRowCount; r++) {
var brickX = (c * (brick.largeur + brick.padding)) + brick.offsetleft;
var brickY = (r * (brick.hauteur + brick.padding)) + brick.offsettop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brick.largeur, brick.hauteur);
ctx.fillStyle = "#1aa829";
ctx.fill();
ctx.closePath();
}
}
}
function distance_boule_paddle() {
/* CALCUL DES DISTANCES ENTRE BOULES ET PADDLE */
dist_center_X = Math.abs(x - paddleX - paddleWidth / 2);
dist_center_Y = Math.abs(y - paddleY - paddleHeight / 2);
}
function fps_count() {
var sec = Math.floor(Date.now() / 1000);
if (sec != currentSeconde) {
currentSeconde = sec;
frameLastSecond = frameCount;
frameCount = 1;
} else {
frameCount++;
}
ctx.fillText("FPS : " + frameLastSecond, 10, 20);
}
function clear() {ctx.clearRect(0, 0, largeur_canvas, hauteur_canvas);}
function collide_paddle() {
if (dist_center_X > (paddleWidth / 2 + rayon_balle)) {
return false;}
if (dist_center_Y > (paddleHeight / 2 + rayon_balle)) {
return false;}
if (dist_center_X <= (paddleWidth / 2)) {
return true;}
if (dist_center_Y <= (paddleHeight / 2)) {
return true;}
var dx = dist_center_X - paddleWidth / 2;
var dy = dist_center_Y - paddleHeight / 2;
return (dx * dx + dy * dy <= (rayon_balle * rayon_balle));
}
function collision() {
/* COLLIDE AVEC LE HAUT DU CANVAS */
if (y - rayon_balle <= 0) {
direction_y = -direction_y;
collideInfo();
} else {
if (y + rayon_balle >= hauteur_canvas - paddleHeight) {
if (collide_paddle()) {
direction_y = -direction_y;
} else {
if (y - rayon_balle > hauteur_canvas) {
// so if the ball is 100% off screen of the down edge its gameover
collideInfo();
alert("GAME OVER");
document.location.reload();
}
}
}
}
/* COLLIDE WITH LEFT AND RIGHT EDGES */
if (x + rayon_balle >= largeur_canvas) {
direction_x = -direction_x;
collideInfo();
} else {
if (x - rayon_balle <= 0) {
direction_x = -direction_x;
collideInfo();
}
}
}
function move_ball() {
x += direction_x;
y += direction_y;
}
function move_paddle() {
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
}
/* EVENTS LISTENERS */
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
function keyDownHandler(e) {
if (e.keyCode == 39) {
rightPressed = true;
} else if (e.keyCode == 37) {
leftPressed = true;
}
}
function keyUpHandler(e) {
if (e.keyCode == 39) {
rightPressed = false;
} else if (e.keyCode == 37) {
leftPressed = false;
}
}
function collideInfo() {
infoCollide.innerHTML = "<br>La collision s'est produite <br> à la position X <span>: " + x + "</span>" + "<br> la position Y : <span>" + y + "</span>";
}
function gameInfo() {
infoPosX.innerHTML = "La position X de la balle : " + x;
infoPosY.innerHTML = "La position Y de la balle : " + y;
}
function draw() {
id_frame = requestAnimationFrame(draw);
clear();
fps_count();
drawBall();
drawPaddle();
drawBricks();
move_ball();
move_paddle();
distance_boule_paddle();
collision();
gameInfo();
timer++;
if (timer === 2500) {
console.log("STOP !");
cancelAnimationFrame(id_frame);
}
}
requestAnimationFrame(draw);
</script>
</body>
</html>
First of all I don't think you should be doing this
function update {
requestAnimationFrame(update)
Drawball();
Moveball()
Collision();
}
requestAnimationFrame(update);
due to the fact that the requestAnimationFrame(update); is already in the function it self.
try changing it to this
function update {
requestAnimationFrame(update)
Drawball();
Moveball()
Collision();
}
update();

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

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

Can't draw canvas

I have a few problem with html5. I created a new webpage and add canvas at the middle of that page.Then created new js file that have a script for canvas and import it to webpage but webpage's canvas still nothing happen.
This is my code. index.html in root folder, style.css in css/ , script.js in js/
function startnewgame(){
score =0;
player.hp =10;
timewhenlasthit = Date.now();
timewhengamestart = Date.now();
frameCount =0;
enemylist ={} ;
bulletlist ={};
upgradelist ={};
randomspwanenemy();
}
function update(){
ctx.clearRect(0,0,WIDTH,HEIGHT);
ctx.fillText("Score = "+score,200,30);
score ++;
frameCount++;
if(frameCount % 100 === 0)random
spwanenemy();
if(frameCount % 75 === 0)randomspwanupgrade();
player.attackcounter += player.atkspd;
updateplayerposition();
drawplayer(player);
for(var i in bulletlist){
updateplayer(bulletlist[i]);
bulletlist[i].timer++;
var toRemove = false ;
if (bulletlist[i].timer > 100) {
toRemove = true;
}
for (var j in enemylist) {
var cod = getdistant(bulletlist[i],enemylist[j]);
if(cod){
toRemove = true;
delete enemylist[j];
score+=1000;
break;
}
}
if(toRemove)delete bulletlist[i];
}
for(var i in upgradelist){
updateplayer(upgradelist[i]);
var temp = getdistant(player,upgradelist[i]);
if(temp){
if(upgradelist[i].type === 'score'){
score += 100;
}
if(upgradelist[i].type ==='atkspd'){
player.atkspd +=5;
}
delete upgradelist[i];
}
}
for(var i in enemylist){
updateplayer(enemylist[i]);
var temp = getdistant(player,enemylist[i]);
death(temp);
}
}
function drawplayer(x){
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x-x.width/2,x.y-x.height/2,x.width,x.height);
ctx.restore();
ctx.fillText("HP = "+player.hp,20,30);
ctx.fillText("bullet = "+player.attackcounter,20,80);
}
function drawenemy(x){
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x-x.width/2,x.y-x.height/2,x.width,x.height);
ctx.restore();
}
function updateplayer(x){
if(x.x+x.width/2>=WIDTH){
x.x=WIDTH-x.width/2;
x.spdX=-x.spdX;
}
if(x.x-x.width/2<=0){
x.x = x.width/2;
x.spdX=-x.spdX;
}
if(x.y+x.height/2>=HEIGHT){
x.y = HEIGHT-x.height/2;
x.spdY=-x.spdY;
}
if(x.y-x.height/2<=0){
x.y = x.height/2;
x.spdY=-x.spdY;
}
x.x+=x.spdX;
x.y+=x.spdY;
drawenemy(x);
}
function adde(id,x,y,spdX,spdY,width,height){
var earth ={
name:'A',
x : x,
spdX :spdX,
y : y,
spdY : spdY,
id : id,
width : width,
height : height,
color : 'red'
};
enemylist[id]= earth;
}
function addupgrade(id,x,y,spdX,spdY,width,height,color,type){
var earth ={
name:'A',
x : x,
spdX :spdX,
y : y,
spdY : spdY,
id : id,
width : width,
height : height,
color : color,
type : type
};
upgradelist[id]= earth;
}
function addbullet(id,x,y,spdX,spdY,width,height){
var earth ={
name:'A',
x : x,
spdX :spdX,
y : y,
spdY : spdY,
id : id,
width : width,
height : height,
color : 'black',
timer: 0
};
bulletlist[id]= earth;
}
function getdistant(earth1,earth2){
var rect1 ={
x:earth1.x-earth1.width/2,
y:earth1.y-earth1.height/2,
width:earth1.width,
height:earth1.height
};
var rect2 ={
x:earth2.x-earth2.width/2,
y:earth2.y-earth2.height/2,
width:earth2.width,
height:earth2.height
};
return testcol(rect1,rect2);
}
function death(x){
if(x){
player.hp -= 1;
if(player.hp == 0){
var ttime = Date.now() - timewhengamestart;
timewhengamestart = Date.now();
console.log("DEAD!! you score "+ score );
startnewgame();
}
}
}
function randomspwanenemy(){
var x = Math.random()*WIDTH;
var y = Math.random()*HEIGHT;
var height = 10 +Math.random()*30;
var width= 10 + Math.random()*30;
var spdY = Math.random()*5 +5;
var spdX = Math.random()*5 +5;
var id = Math.random();
//console.log(x,y,height,width,spdX,spdY);
adde(id,x,y,spdX,spdY,width,height);
}
function randomspwanupgrade(){
var x = Math.random()*WIDTH;
var y = Math.random()*HEIGHT;
var height = 10 ;
var width= 10 ;
var spdY = 0;
var spdX = 0;
var id = Math.random();
var sample = Math.random();
if(sample >0.5){
var type = 'score';
var color ='lightblue';
}
else {
var type = 'atkspd';
var color = 'purple';
}
addupgrade(id,x,y,spdX,spdY,width,height,color,type);
}
function randomspwanbullet(earth,overangle){
var x = player.x;
var y = player.y;
var height = 10 ;
var width= 10 ;
//var tid = pp(Math.random());
var angle = earth.aimAngle;
if (overangle !== undefined) {
angle = overangle;
}
var spdY = (Math.sin(angle)*10 );
var spdX = (Math.cos(angle)*10 );
var id = Math.random();
addbullet(id,x,y,spdX,spdY,width,height);
}
function testcol(earth1,earth2){
var lasthit = Date.now()-timewhenlasthit;
if( earth1.x <= earth2.x+earth2.width
&& earth2.x <= earth1.x+earth1.width
&& earth1.y <= earth2.y+earth2.height
&& earth2.y <= earth1.y+earth1.height
&& lasthit >= 1000)
{
timewhenlasthit=Date.now();
return 1;
}
}
function pp(x){
if(x>0.5)return 1;
else return -1;
}
var canvas = document.getElementById("ctx")
var ctx = canvas.getContext('2d');
var frameCount =0;
ctx.font = '30 px Arial';
var score =0
var HEIGHT = 500;
var WIDTH = 500;
var timewhengamestart = Date.now();
var timewhenlasthit = Date.now();
document.onmousemove = function(mouse){
var mouseX = mouse.clientX- document.getElementById('ctx').getBoundingClientRect().left;
var mouseY = mouse.clientY-document.getElementById('ctx').getBoundingClientRect().top;;
mouseX -= player.x;
mouseY -= player.y;
player.aimAngle = Math.atan2(mouseY,mouseX) ;
/* if(mouseX <player.width/2)mouseX=player.width/2;
if(mouseX>WIDTH-player.width/2)mouseX = WIDTH-player.width/2;
if(mouseY<player.height/2)mouseY=player.height/2;
if(mouseY>HEIGHT-player.height/2)mouseY = HEIGHT-player.height/2;
player.x = mouseX;
player.y = mouseY;*/
}
document.onclick = function(mouse){
if (player.attackcounter > 25) {
randomspwanbullet(player,player.aimAngle);
player.attackcounter = 0;
}
}
document.oncontextmenu = function(mouse){
if (player.attackcounter > 1000) {
for (var i = 1; i < 361; i++) {
randomspwanbullet(player,i);
}
player.attackcounter = 0;
}
mouse.preventDefault();
}
document.onkeydown = function(event){
if (event.keyCode===68) {
player.pressingRight = true;
}
else if (event.keyCode===83) {
player.pressingDown = true ;
}
else if (event.keyCode===65) {
player.pressingLeft = true ;
}
else if (event.keyCode===87) {
player.pressingUp = true ;
}
}
document.onkeyup = function(event){
if (event.keyCode===68) {
player.pressingRight = false;
}
else if (event.keyCode===83) {
player.pressingDown = false ;
}
else if (event.keyCode===65) {
player.pressingLeft = false ;
}
else if (event.keyCode===87) {
player.pressingUp = false ;
}
}
function updateplayerposition() {
if(player.pressingRight)player.x+=10
if(player.pressingLeft)player.x-=10
if(player.pressingUp)player.y-=10
if(player.pressingDown)player.y+=10
if(player.x <player.width/2)player.x=player.width/2;
if(player.x>WIDTH-player.width/2)player.x = WIDTH-player.width/2;
if(player.y<player.height/2)player.y=player.height/2;
if(player.y>HEIGHT-player.height/2)player.y = HEIGHT-player.height/2;
}
var player = {
name :'E' ,
x : 40 ,
spdX : 30 ,
y : 40 ,
spdY : 5 ,
hp : 10 ,
width : 20 ,
height : 20,
atkspd : 1,
color : 'green',
attackcounter : 0,
pressingDown : false,
pressingUp : false,
pressingLeft : false,
pressingRight : false,
aimAngle : 0
};
var enemylist ={};
var upgradelist = {};
var bulletlist = {};
function drawCanvas() {
startnewgame();
setInterval(update,40);
}
#header{
background: #202020 ;
font-size: 36px;
text-align: center;
padding:0;
margin: 0;
font-style: italic;
color: #FFFFFF;
}
#ctx{
border: 2px solid #000000;
margin-left: auto;
margin-right: auto;
left: 0;
right: 0;
margin-top: 20px;
position: absolute;
background: #ffffff;
}
#leftmenu{
margin-top: 20px;
margin-bottom: 65px;
padding-right: 10px;
float: left;
width: 300px;
height: 580px;
background: #C8C8C8;
border-radius: 10px;
border: 10px solid #002699;
}
nav#leftmenu h2{
text-align: center;
font-size: 30px;
}
nav#leftmenu ul{
list-style: none;
padding: 0;
}
nav#leftmenu li{
list-style: none;
font-size: 24px;
margin-top: 20px;
border-bottom: 2px dashed #000;
margin-left: 0px;
text-align: center;
}
nav#leftmenu a{
text-decoration: none;
font-weight: bold;
color: #1c478e;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>A Awesome Game</title>
<link href="css/style.css" rel="stylesheet">
<script src="js/script.js" type="text/javascript"></script>
</head>
<body onload="drawCanvas();" style="background: linear-gradient(to bottom left, #0000ff -10%, #33ccff 100%);">
<h1 id="header">Welcome to my GAME!!</h1>
<!--Canvas-->
<canvas id ="ctx" width ="800" height="600" style = "border:1px solid #000000;"></canvas>
<!--leftMenu-->
<section>
<nav id="leftmenu">
<h2>Menu</h2>
<ul>
<li>New Game</li>
<li>Pause Game</li>
<li>Option</li>
<li>End it now</li>
</ul>
</nav>
</section>
</body>
</html>
Ps. this ti my first post,Sorry if I did something wrong.
Edit: canvas id from canvas to ctx
Here's a snippet that's working and drawing correctly. It was just a little typo in the update function, writing it like:
if (frameCount % 100 === 0) random
spwanenemy();
instead of:
if (frameCount % 100 === 0) randomspwanenemy();
So, yea, just a little typo! Understanding errors from the developer console (F12) and spotting what's wrong is a vital skill. Keep practicing!
function startnewgame() {
score = 0;
player.hp = 10;
timewhenlasthit = Date.now();
timewhengamestart = Date.now();
frameCount = 0;
enemylist = {};
bulletlist = {};
upgradelist = {};
randomspwanenemy();
}
function update() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
ctx.fillText("Score = " + score, 200, 30);
score++;
frameCount++;
if (frameCount % 100 === 0) randomspwanenemy();
if (frameCount % 75 === 0) randomspwanupgrade();
player.attackcounter += player.atkspd;
updateplayerposition();
drawplayer(player);
for (var i in bulletlist) {
updateplayer(bulletlist[i]);
bulletlist[i].timer++;
var toRemove = false;
if (bulletlist[i].timer > 100) {
toRemove = true;
}
for (var j in enemylist) {
var cod = getdistant(bulletlist[i], enemylist[j]);
if (cod) {
toRemove = true;
delete enemylist[j];
score += 1000;
break;
}
}
if (toRemove) delete bulletlist[i];
}
for (var i in upgradelist) {
updateplayer(upgradelist[i]);
var temp = getdistant(player, upgradelist[i]);
if (temp) {
if (upgradelist[i].type === 'score') {
score += 100;
}
if (upgradelist[i].type === 'atkspd') {
player.atkspd += 5;
}
delete upgradelist[i];
}
}
for (var i in enemylist) {
updateplayer(enemylist[i]);
var temp = getdistant(player, enemylist[i]);
death(temp);
}
}
function drawplayer(x) {
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x - x.width / 2, x.y - x.height / 2, x.width, x.height);
ctx.restore();
ctx.fillText("HP = " + player.hp, 20, 30);
ctx.fillText("bullet = " + player.attackcounter, 20, 80);
}
function drawenemy(x) {
ctx.save();
ctx.fillStyle = x.color;
ctx.fillRect(x.x - x.width / 2, x.y - x.height / 2, x.width, x.height);
ctx.restore();
}
function updateplayer(x) {
if (x.x + x.width / 2 >= WIDTH) {
x.x = WIDTH - x.width / 2;
x.spdX = -x.spdX;
}
if (x.x - x.width / 2 <= 0) {
x.x = x.width / 2;
x.spdX = -x.spdX;
}
if (x.y + x.height / 2 >= HEIGHT) {
x.y = HEIGHT - x.height / 2;
x.spdY = -x.spdY;
}
if (x.y - x.height / 2 <= 0) {
x.y = x.height / 2;
x.spdY = -x.spdY;
}
x.x += x.spdX;
x.y += x.spdY;
drawenemy(x);
}
function adde(id, x, y, spdX, spdY, width, height) {
var earth = {
name: 'A',
x: x,
spdX: spdX,
y: y,
spdY: spdY,
id: id,
width: width,
height: height,
color: 'red'
};
enemylist[id] = earth;
}
function addupgrade(id, x, y, spdX, spdY, width, height, color, type) {
var earth = {
name: 'A',
x: x,
spdX: spdX,
y: y,
spdY: spdY,
id: id,
width: width,
height: height,
color: color,
type: type
};
upgradelist[id] = earth;
}
function addbullet(id, x, y, spdX, spdY, width, height) {
var earth = {
name: 'A',
x: x,
spdX: spdX,
y: y,
spdY: spdY,
id: id,
width: width,
height: height,
color: 'black',
timer: 0
};
bulletlist[id] = earth;
}
function getdistant(earth1, earth2) {
var rect1 = {
x: earth1.x - earth1.width / 2,
y: earth1.y - earth1.height / 2,
width: earth1.width,
height: earth1.height
};
var rect2 = {
x: earth2.x - earth2.width / 2,
y: earth2.y - earth2.height / 2,
width: earth2.width,
height: earth2.height
};
return testcol(rect1, rect2);
}
function death(x) {
if (x) {
player.hp -= 1;
if (player.hp == 0) {
var ttime = Date.now() - timewhengamestart;
timewhengamestart = Date.now();
console.log("DEAD!! you score " + score);
startnewgame();
}
}
}
function randomspwanenemy() {
var x = Math.random() * WIDTH;
var y = Math.random() * HEIGHT;
var height = 10 + Math.random() * 30;
var width = 10 + Math.random() * 30;
var spdY = Math.random() * 5 + 5;
var spdX = Math.random() * 5 + 5;
var id = Math.random();
//console.log(x,y,height,width,spdX,spdY);
adde(id, x, y, spdX, spdY, width, height);
}
function randomspwanupgrade() {
var x = Math.random() * WIDTH;
var y = Math.random() * HEIGHT;
var height = 10;
var width = 10;
var spdY = 0;
var spdX = 0;
var id = Math.random();
var sample = Math.random();
if (sample > 0.5) {
var type = 'score';
var color = 'lightblue';
} else {
var type = 'atkspd';
var color = 'purple';
}
addupgrade(id, x, y, spdX, spdY, width, height, color, type);
}
function randomspwanbullet(earth, overangle) {
var x = player.x;
var y = player.y;
var height = 10;
var width = 10;
//var tid = pp(Math.random());
var angle = earth.aimAngle;
if (overangle !== undefined) {
angle = overangle;
}
var spdY = (Math.sin(angle) * 10);
var spdX = (Math.cos(angle) * 10);
var id = Math.random();
addbullet(id, x, y, spdX, spdY, width, height);
}
function testcol(earth1, earth2) {
var lasthit = Date.now() - timewhenlasthit;
if (earth1.x <= earth2.x + earth2.width && earth2.x <= earth1.x + earth1.width && earth1.y <= earth2.y + earth2.height && earth2.y <= earth1.y + earth1.height && lasthit >= 1000) {
timewhenlasthit = Date.now();
return 1;
}
}
function pp(x) {
if (x > 0.5) return 1;
else return -1;
}
var canvas = document.getElementById("ctx")
var ctx = canvas.getContext('2d');
var frameCount = 0;
ctx.font = '30 px Arial';
var score = 0
var HEIGHT = 500;
var WIDTH = 500;
var timewhengamestart = Date.now();
var timewhenlasthit = Date.now();
document.onmousemove = function(mouse) {
var mouseX = mouse.clientX - document.getElementById('ctx').getBoundingClientRect().left;
var mouseY = mouse.clientY - document.getElementById('ctx').getBoundingClientRect().top;;
mouseX -= player.x;
mouseY -= player.y;
player.aimAngle = Math.atan2(mouseY, mouseX);
/* if(mouseX <player.width/2)mouseX=player.width/2;
if(mouseX>WIDTH-player.width/2)mouseX = WIDTH-player.width/2;
if(mouseY<player.height/2)mouseY=player.height/2;
if(mouseY>HEIGHT-player.height/2)mouseY = HEIGHT-player.height/2;
player.x = mouseX;
player.y = mouseY;*/
}
document.onclick = function(mouse) {
if (player.attackcounter > 25) {
randomspwanbullet(player, player.aimAngle);
player.attackcounter = 0;
}
}
document.oncontextmenu = function(mouse) {
if (player.attackcounter > 1000) {
for (var i = 1; i < 361; i++) {
randomspwanbullet(player, i);
}
player.attackcounter = 0;
}
mouse.preventDefault();
}
document.onkeydown = function(event) {
if (event.keyCode === 68) {
player.pressingRight = true;
} else if (event.keyCode === 83) {
player.pressingDown = true;
} else if (event.keyCode === 65) {
player.pressingLeft = true;
} else if (event.keyCode === 87) {
player.pressingUp = true;
}
}
document.onkeyup = function(event) {
if (event.keyCode === 68) {
player.pressingRight = false;
} else if (event.keyCode === 83) {
player.pressingDown = false;
} else if (event.keyCode === 65) {
player.pressingLeft = false;
} else if (event.keyCode === 87) {
player.pressingUp = false;
}
}
function updateplayerposition() {
if (player.pressingRight) player.x += 10
if (player.pressingLeft) player.x -= 10
if (player.pressingUp) player.y -= 10
if (player.pressingDown) player.y += 10
if (player.x < player.width / 2) player.x = player.width / 2;
if (player.x > WIDTH - player.width / 2) player.x = WIDTH - player.width / 2;
if (player.y < player.height / 2) player.y = player.height / 2;
if (player.y > HEIGHT - player.height / 2) player.y = HEIGHT - player.height / 2;
}
var player = {
name: 'E',
x: 40,
spdX: 30,
y: 40,
spdY: 5,
hp: 10,
width: 20,
height: 20,
atkspd: 1,
color: 'green',
attackcounter: 0,
pressingDown: false,
pressingUp: false,
pressingLeft: false,
pressingRight: false,
aimAngle: 0
};
var enemylist = {};
var upgradelist = {};
var bulletlist = {};
function drawCanvas() {
startnewgame();
setInterval(update, 40);
}
#header {
background: #202020;
font-size: 36px;
text-align: center;
padding: 0;
margin: 0;
font-style: italic;
color: #FFFFFF;
}
#ctx {
border: 2px solid #000000;
margin-left: auto;
margin-right: auto;
left: 0;
right: 0;
margin-top: 20px;
position: absolute;
background: #ffffff;
}
#leftmenu {
margin-top: 20px;
margin-bottom: 65px;
padding-right: 10px;
float: left;
width: 300px;
height: 580px;
background: #C8C8C8;
border-radius: 10px;
border: 10px solid #002699;
}
nav#leftmenu h2 {
text-align: center;
font-size: 30px;
}
nav#leftmenu ul {
list-style: none;
padding: 0;
}
nav#leftmenu li {
list-style: none;
font-size: 24px;
margin-top: 20px;
border-bottom: 2px dashed #000;
margin-left: 0px;
text-align: center;
}
nav#leftmenu a {
text-decoration: none;
font-weight: bold;
color: #1c478e;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>A Awesome Game</title>
<link href="css/style.css" rel="stylesheet">
<script src="js/script.js" type="text/javascript"></script>
</head>
<body onload="drawCanvas();" style="background: linear-gradient(to bottom left, #0000ff -10%, #33ccff 100%);">
<h1 id="header">Welcome to my GAME!!</h1>
<!--Canvas-->
<canvas id="ctx" width="800" height="600" style="border:1px solid #000000;"></canvas>
<!--leftMenu-->
<section>
<nav id="leftmenu">
<h2>Menu</h2>
<ul>
<li>New Game
</li>
<li>Pause Game
</li>
<li>Option
</li>
<li>End it now
</li>
</ul>
</nav>
</section>
</body>
</html>

Why does my game differ size depending on how I set the size of canvas

I have a canvas that is being used for a JavaScript game. When using jQuery or external CSS, the canvas sizes correctly, but the game graphics are larger than they should be (causing most of the graphics to not appear on screen).
When using inline CSS, I get no graphical problems. Although it does get the job done, I need to be able to re-size the canvas at any time.
When using jQuery, I grab the canvas's context AFTER sizing, hoping that would work, but it didn't. Can someone inform me on whats going on, or direct me to where I can learn more about managing the context of HTML canvas?
Here is my HTML code that includes no inline-css
HTML:
<!DOCTYPE html>
<html>
<head>
<script type = "text/javascript" src = "//ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<script type = "text/javascript" src = "games/snake.js"></script>
<link rel = "stylesheet" type = "text/css" href = "styles/home.css" />
</head>
<body>
<div id = "navBar" class = "navAtt">
<div id = "firstButton" class = "navButton">Play Game</div>
</div>
<div id = "mainView" class = "center">
<canvas id = "canvas" class = "center"></canvas>
</div>
<script>
var firstButton = $("#firstButton");
var canvas = $("#canvas");
firstButton.click(function() {
/* This is where I was sizing with jQuery; no other size methods were used
canvas.width(450);
canvas.height(400);
*/
var ctx = $("#canvas")[0].getContext("2d");
startSnakeGame(canvas.width(), canvas.height(), ctx);
});
</script>
</body>
</html>
CSS:
body {
background-color: #66C2FF;
margin: 0;
}
#navBar {
border-bottom: 2px solid #2CABB4;
position: fixed;
width: 100%;
}
#mainView {
padding-top: 100px;
width: 1200px;
}
#canvas { /* This is how I'm affecting the size; This is blank when I try using jQuery */
width: 450px;
height: 400px;
}
.center {
margin-left: auto;
margin-right: auto;
}
.navAtt {
background-color: #29A3A3;
height: 40px;
opacity: 0.7;
}
.navButton {
padding: 10px 20px;
float:left;
}
JavaScript (the game)
function startSnakeGame(w, h, ctx) {
init();
var cw = 10;
var d;
var food;
var score;
var cw = 10;
var d;
var food;
var score;
var snake_array;
function init() {
d = "right";
create_snake();
create_food();
score = 0;
if(typeof game_loop != "undefined") clearInterval(game_loop);
game_loop = setInterval(paint, 60);
}
function create_snake() {
var length = 5;
snake_array = [];
for(var i = length-1; i>=0; i--) {
snake_array.push({x: i, y:0});
}
}
function create_food() {
food = {
x: Math.round(Math.random()*(w-cw)/cw),
y: Math.round(Math.random()*(h-cw)/cw),
};
}
function paint() {
ctx.fillStyle = "white";
ctx.fillRect(0, 0, w, h);
ctx.strokeStyle = "black";
ctx.strokeRect(0, 0, w, h);
var nx = snake_array[0].x;
var ny = snake_array[0].y;
if(d == "right") nx++;
else if(d == "left") nx--;
else if(d == "up") ny--;
else if(d == "down") ny++;
if(nx == -1 || nx == w/cw || ny == -1 || ny == h/cw || check_collision(nx, ny, snake_array)) {
init();
return;
}
if(nx == food.x && ny == food.y) {
var tail = {x: nx, y: ny};
score++;
create_food();
} else {
var tail = snake_array.pop();
tail.x = nx; tail.y = ny;
}
snake_array.unshift(tail);
for(var i = 0; i < snake_array.length; i++) {
var c = snake_array[i];
paint_cell(c.x, c.y);
}
paint_cell(food.x, food.y);
var score_text = "Score: " + score;
ctx.fillText(score_text, 5, h-5);
}
function paint_cell(x, y) {
ctx.fillStyle = "blue";
ctx.fillRect(x*cw, y*cw, cw, cw);
ctx.strokeStyle = "white";
ctx.strokeRect(x*cw, y*cw, cw, cw);
}
function check_collision(x, y, array) {
for(var i = 0; i < array.length; i++) {
if(array[i].x == x && array[i].y == y)
return true;
}
return false;
}
$(document).keydown(function(e) {
var key = e.which;
if(key == "37" && d != "right") d = "left";
else if(key == "38" && d != "down") d = "up";
else if(key == "39" && d != "left") d = "right";
else if(key == "40" && d != "up") d = "down";
})
}
Your canvas is like an image, if you scale it with css the graphics will scale up. Use javascript to set the with and height of canvas.
var canvas = document.getElementsByTagName('canvas')[0];
canvas.width = 450;
canvas.height = 450;
and this is a duplicate btw. Canvas width and height in HTML5
For canvas the attributes width and height are not optional. Probably it's sizing to the "default" values.
http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html
'The width attribute defaults to 300, and the height attribute defaults to 150.'
<canvas id = "canvas" class = "center" width="450" height="400"></canvas>
I agree with Spoeken, it would be you can use html or javascript to change the size easily any time.
<canvas id="canvas" class="canvas" width="500px" height="450px" style= css stuff here> </canvas>
I find it much easier to edit and create canvases this way.

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