Canvas Rectangle & Ball Collision Not working - javascript

I'm making a html5 canvas game and I have a problem with the collision.
The problem is when the ball collides with any platform, the ball gravity should be -1 and go up as the same velocity as the platforms but it only works with the last platform and the left one. How can I fix it? Thanks!
HTML:
<html>
<head>
<title>Falldown</title>
</head>
<body>
<canvas id="canvas" width = "380" height= "640"></canvas>
<script src="beta.js"></script>
</body>
</html>
JS Code:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var isMenu = true;
var isPlaying = false;
var testing = true;
var pressingLeft = false;
var pressingRight = false;
var Platforms = [];
var difficulty = 1;
var gravity = 1;
var Player = {
color: "red",
radius: 7.5,
stepY: 1.5,
x: 175,
y: 75
};
function RectCircleColliding(circle, rect) {
var distX = Math.abs(circle.x - rect.x - rect.width / 2);
var distY = Math.abs(circle.y - rect.y - 20 / 2);
if (distX > (rect.width / 2 + circle.radius)) return false;
if (distY > (20 / 2 + circle.radius)) return false;
if (distX <= (rect.width / 2)) return true;
if (distY <= (20 / 2)) return true;
var dx = distX - rect.width / 2;
var dy = distY - 20 / 2;
return (dx * dx + dy * dy <= (circle.radius * circle.radius));
}
function drawBackground() {
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);
if (isMenu && !isPlaying) {
createText("60px monospace", "white", "FallDown", 45, 130);
createText("34px Arial", "white", "PLAY", 130, 260);
createText("34px Arial", "white", "LEADERBOARD", 50, 340);
createText("34px Arial", "white", "SETTINGS", 90, 420);
} else {
if (testing) {
Platforms = [];
for (var i = 0; i < 13; i++) {
Platforms.push({
"x": 10,
"y": 160 + (i * 70),
"width": (Math.random() * canvas.width) - 60
});
}
testing = false;
}
for (var i in Platforms) {
ctx.fillStyle = "#00ffff";
ctx.fillRect(10, Platforms[i].y, Platforms[i].width, 20);
var totalTest = Platforms[i].width + 60;
ctx.fillRect(totalTest + 30, Platforms[i].y, canvas.width - totalTest, 20);
Platforms[i].y -= 1;
if (RectCircleColliding(Player, Platforms[i])) {
gravity = -1;
} else {
gravity = 1;
}
}
detectBorderCollision();
detectPlayerCollision();
drawPlayer();
drawBorder();
if (Platforms.length === 7) Platforms = [];
}
}
function detectBorderCollision() {
if (Player.x > 370 - Player.radius) {
Player.x = 370 - Player.radius;
} else if (Player.x < 3.8 + Player.radius * 2) {
Player.x = 3.8 + Player.radius * 2
}
}
function detectPlayerCollision() {
}
function drawPlayer() {
ctx.beginPath();
ctx.fillStyle = Player.color;
ctx.arc(Player.x, Player.y, Player.radius, 0, 2 * Math.PI);
ctx.fill();
ctx.closePath();
Player.y += gravity;
if (pressingRight) {
Player.x += 2;
} else if (pressingLeft) {
Player.x -= 2;
}
/*
ctx.fillStyle = "#00ffff";
ctx.fillRect(10, 160, 300, 20);
*/
}
function drawBorder() {
ctx.beginPath();
ctx.strokeStyle = "#00ffff";
ctx.lineWidth = 10;
ctx.moveTo(5, 0);
ctx.lineTo(5, 640);
ctx.moveTo(375, 0);
ctx.lineTo(375, 640);
ctx.stroke();
ctx.closePath();
}
function createText(font, color, value, posX, posY) {
ctx.font = font;
ctx.fillStyle = color;
ctx.fillText(value, posX, posY)
}
function isInside(realX, realY, x1, x2, y1, y2) {
return (realX > x1 && realX < x2) && (realY > y1 && realY < y2)
}
function drawGame() {
drawBackground();
}
function startDrawing() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawGame();
requestAnimationFrame(startDrawing);
}
function Init() {
requestAnimationFrame(startDrawing);
canvas.addEventListener("click", function(evt) {
var rect = canvas.getBoundingClientRect();
var mouseX = evt.clientX - rect.left;
var mouseY = evt.clientY - rect.top;
if (isMenu && !isPlaying) {
if (isInside(mouseX, mouseY, 115, 230, 220, 270)) {
isPlaying = true;
isMenu = false;
} else if (isInside(mouseX, mouseY, 35, 320, 300, 345)) {
console.log("Leaderboard");
} else if (isInside(mouseX, mouseY, 75, 270, 380, 430)) {
console.log("Settings");
}
}
});
window.addEventListener("keydown", function(evt) {
if (!isMenu && isPlaying) {
if (evt.keyCode === 39) { // right
pressingRight = true;
} else if (evt.keyCode === 37) { // left
pressingLeft = true;
}
}
});
window.addEventListener("keyup", function(evt) {
if (!isMenu && isPlaying) {
if (evt.keyCode === 39) { // right
pressingRight = false;
} else if (evt.keyCode === 37) { // left
pressingLeft = false;
}
}
});
}
Init();

There are so many magic numbers in your code that debugging it is difficult and tedious. Replace all the number literals with identifiers which describe what the values represent.
The following amendment to part of the drawBackground function causes all the collisions with left hand platforms to work, but not perfectly.
var hasCollided;
for (var i in Platforms) {
ctx.fillStyle = "#00ffff";
ctx.fillRect(10, Platforms[i].y, Platforms[i].width, 20);
var totalTest = Platforms[i].width + 60;
ctx.fillRect(totalTest + 30, Platforms[i].y, canvas.width - totalTest, 20);
Platforms[i].y -= 1;
if (!hasCollided) {
if (RectCircleColliding(Player, Platforms[i])) {
gravity = -1;
hasCollided = true;
} else {
gravity = 1;
}
}
}

Related

Javascript How do I make an object face towards the player?

How do I make the green triangle face towards/look at the tip of the red triangle?
Fiddle
rotation: function() {
enemy.angle = Math.atan2(player.y - enemy.y, player.x - enemy.x) * (180 / Math.PI);
},
green triangle is under enemy.
I use this function but I can tell I am doing it all wrong.
If you can help explain what you did and how you did it, I would be greatful thanks!
You need to add this line to enemy.tick function
enemy.angle = Math.atan2(player.y - this.y, player.x - this.x);
<html>
<head>
<title>Black Friday</title>
</head>
<body>
<style>
</style>
<canvas id="canvas" style="border:2px solid darkred" width="700" height="500"></canvas>
<script>
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var bounds = canvas.getBoundingClientRect();
var mouseX = 0.0;
var mouseY = 0.0;
var pressingDown = false;
var pressingUp = false;
var pressingLeft = false;
var pressingRight = false;
var player = {
x: 210,
y: 250,
radius: 17.5,
angle: 0.0,
tick: function() {
this.angle = Math.atan2(mouseY - this.y, mouseX - this.x);
},
draw: function() {
context.fillStyle = "darkred";
context.strokeStyle = "black";
context.translate(this.x, this.y);
context.rotate(this.angle);
context.beginPath();
context.moveTo(this.radius, 0.0);
context.lineTo(-0.5 * this.radius, 0.5 * this.radius);
context.lineTo(-0.5 * this.radius, -0.5 * this.radius);
context.lineTo(this.radius, 0.0);
context.fill();
context.stroke();
context.rotate(-this.angle);
context.translate(-this.x, -this.y);
},
updatePlayerPosition: function() {
if (pressingRight)
player.x += 1;
if (pressingLeft)
player.x -= 1;
if (pressingDown)
player.y += 1;
if (pressingUp)
player.y -= 1;
}
}
var bullet = {
x: player.x,
y: player.y,
dx: 0.0,
dy: 0.0,
radius: 5.0,
tick: function() {
this.x += this.dx;
this.y += this.dy;
if (this.x + this.radius < 0.0 || this.x - this.radius > canvas.width || this.y + this.radius < 0.0 || this.y - this.radius > canvas.height) {
this.dx = 0.0;
this.dy = 0.0;
}
},
render: function() {
context.fillStyle = "darkcyan";
context.strokeStyle = "white";
context.beginPath();
context.arc(this.x, this.y, this.radius, 0.0, 2.0 * Math.PI, false);
context.fill();
context.stroke();
}
};
var enemy = {
x: 200,
y: 300,
radius: 17.5,
angle: 0.0,
tick: function() {
enemy.angle = Math.atan2(player.y - this.y, player.x - this.x);
},
draw: function() {
context.fillStyle = "Green";
context.strokeStyle = "darkgreen";
context.translate(this.x, this.y);
context.rotate(this.angle);
context.beginPath();
context.moveTo(this.radius, 0.0);
context.lineTo(-0.5 * this.radius, 0.5 * this.radius);
context.lineTo(-0.5 * this.radius, -0.5 * this.radius);
context.lineTo(this.radius, 0.0);
context.fill();
context.stroke();
context.rotate(-this.angle);
context.translate(-this.x, -this.y);
}
}
function Refresh() {
context.clearRect(0, 0, canvas.width, canvas.height);
bullet.render();
bullet.tick();
player.draw();
player.tick();
player.updatePlayerPosition();
enemy.draw();
enemy.tick();
}
setInterval(Refresh, 0)
window.onmousemove = function(e) {
mouseX = e.clientX - bounds.left;
mouseY = e.clientY - bounds.top;
}
document.onkeydown = function(event) {
if (event.keyCode === 83) //s
pressingDown = true;
else if (event.keyCode === 87) //w
pressingUp = true;
else if (event.keyCode === 65) //a
pressingLeft = true;
else if (event.keyCode === 68) //d
pressingRight = true;
}
document.onkeyup = function(event) {
if (event.keyCode === 83) //s
pressingDown = false;
else if (event.keyCode === 87) //w
pressingUp = false;
else if (event.keyCode === 65) //a
pressingLeft = false;
else if (event.keyCode === 68) //d
pressingRight = false;
}
window.onmousedown = function(e) {
// The mouse pos - the player pos gives a vector
// that points from the player toward the mouse
var x = mouseX - player.x;
var y = mouseY - player.y;
// Using pythagoras' theorm to find the distance (the length of the vector)
var l = Math.sqrt(x * x + y * y);
// Dividing by the distance gives a normalized vector whose length is 1
x = x / l;
y = y / l;
// Reset bullet position
bullet.x = player.x;
bullet.y = player.y;
// Get the bullet to travel towards the mouse pos with a new speed of 10.0 (you can change this)
bullet.dx = x * 10.0;
bullet.dy = y * 10.0;
}
</script>
</body>
</html>
Hope it helps.

Unexpected "Illegal return statement"

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

Duplicate randomly multiple objects inside a javascript for loop

I found this platform game on the Internet and I modified it a bit:
<canvas id="canvas" widht=1000 height=400></canvas>
<script>
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 1000,
height = 400,
player = {
x: width / 2,
y: height - 15,
width: 5,
height: 5,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false
},
keys = [],
friction = 0.8,
gravity = 0.3;
var boxes = [];
// dimensions
a = Math.floor((Math.random() * 20) + 1);
for (i = 0; i < a; i++) {
random1 = Math.floor((Math.random() * 1000) + 1);
random2 = Math.floor((Math.random() * 400) + 1);
random3 = Math.floor((Math.random() * 200) + 1);
random4 = Math.floor((Math.random() * 200) + 1);
boxes.push({
x: random1,
y: random2,
width: random3,
height: random4
}
boxes.push({
x: 0,
y: 0,
width: 10,
height: height
});
boxes.push({
x: 0,
y: height - 2,
width: width,
height: 50
});
boxes.push({
x: width - 10,
y: 0,
width: 50,
height: height
});
canvas.width = width;
canvas.height = height;
function update() {
// check keys
if (keys[38] || keys[32]) {
// up arrow or space
if (!player.jumping && player.grounded) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed * 2;
}
}
if (keys[39]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
}
}
if (keys[37]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
}
}
player.velX *= friction;
player.velY += gravity;
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "black";
ctx.beginPath();
player.grounded = false;
for (var i = 0; i < boxes.length; i++) {
ctx.rect(boxes[i].x, boxes[i].y, boxes[i].width, boxes[i].height);
var dir = colCheck(player, boxes[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if(player.grounded){
player.velY = 0;
}
player.x += player.velX;
player.y += player.velY;
ctx.fill();
ctx.fillStyle = "red";
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(update);
}
function colCheck(shapeA, shapeB) {
// get the vectors to check against
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
// add the half widths and half heights of the objects
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function () {
update();
});
</script>
The problem is in the for loop when I want to create multiple boxes with random width, height, position but that didn't work. How could I do that?
In you code there are two syntax error. first one is you didn't close for loop and second one is inside for loop first push operation was not close properly.
i have update code.
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 1000,
height = 400,
player = {
x: width / 2,
y: height - 15,
width: 5,
height: 5,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false
},
keys = [],
friction = 0.8,
gravity = 0.3;
var boxes = [];
// dimensions
a = Math.floor((Math.random() * 20) + 1);
for (i = 0; i < a; i++) {
random1 = Math.floor((Math.random() * 1000) + 1);
random2 = Math.floor((Math.random() * 400) + 1);
random3 = Math.floor((Math.random() * 200) + 1);
random4 = Math.floor((Math.random() * 200) + 1);
boxes.push({
x: random1,
y: random2,
width: random3,
height: random4
});
boxes.push({
x: 0,
y: 0,
width: 10,
height: height
});
boxes.push({
x: 0,
y: height - 2,
width: width,
height: 50
});
boxes.push({
x: width - 10,
y: 0,
width: 50,
height: height
});
canvas.width = width;
canvas.height = height;
}
function update() {
// check keys
if (keys[38] || keys[32]) {
// up arrow or space
if (!player.jumping && player.grounded) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed * 2;
}
}
if (keys[39]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
}
}
if (keys[37]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
}
}
player.velX *= friction;
player.velY += gravity;
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "black";
ctx.beginPath();
player.grounded = false;
for (var i = 0; i < boxes.length; i++) {
ctx.rect(boxes[i].x, boxes[i].y, boxes[i].width, boxes[i].height);
var dir = colCheck(player, boxes[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if(player.grounded){
player.velY = 0;
}
player.x += player.velX;
player.y += player.velY;
ctx.fill();
ctx.fillStyle = "red";
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(update);
}
function colCheck(shapeA, shapeB) {
// get the vectors to check against
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
// add the half widths and half heights of the objects
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function () {
update();
});
<canvas id="canvas" widht=1000 height=400></canvas>

How do you move a drawing in javascript up down right and left

I was wondering how to move the red ball right and left (I already did, but its not working) and also how to move it up and down.
<canvas id="canvas" width="480" height="320"></canvas>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var ball;
var obstacle;
var x = canvas.width / 2;
var y = canvas.height / 2;
var dx = 2;
var dy = -2;
var redballRadius = 10;
var ballRadius = 20;
var rightpressed = false;
var leftpressed = false;
var ballX = (canvas.width - redballDiameter) / 2;
var redballDiameter = redballRadius * 2;
function startGame() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ball = new drawBall(30, 30, 'red', 20, 10);
obstacle = new drawObstacle(40, 30, 'blue', 15, 10);
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if (y + dy > canvas.height - ballRadius || y + dy < ballRadius) {
dy = -dy;
}
if(rightpressed && ballX < canvas.width-redballDiameter) {
ballX += 7;
}
else if(leftpressed && ballX > 0) {
ballX -= 7;
}
}
//keyboard controls
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 drawBall() {
ctx.beginPath();
ctx.arc(30, 30, 15, 0, 2 * Math.PI);
ctx.fillStyle = 'red';
ctx.fill();
ctx.closePath();
}
function drawObstacle() {
x += dx;
y += dy;
ctx.beginPath();
ctx.arc(x, y, 20, 10, 1 * Math.PI);
ctx.fillStyle = 'blue';
ctx.fill();
ctx.closePath();
}
setInterval(startGame, 10);
I am basically wondering how to move it up down right and left with the keys. Thanks
I took a look at your code. In your life cycle, you are calling drawBall, now sure what you are trying to do with the new there. anyways, I updated the function to use the ballX your key handling logic updates.
function drawBall() {
ctx.beginPath();
ctx.arc(ballX, 30, 15, 0, 2 * Math.PI);
ctx.fillStyle = 'red';
ctx.fill();
ctx.closePath();
}
here is the working code pen. http://codepen.io/poda/pen/aNPPEp
move a ball to up, down, right and left.
it would be better to use object than use global variable of x_pos and y_pos of ball
function drawBall() {
this.ball_x = 30;
this.ball_y = 30;
this.draw = function() {
ctx.beginPath();
ctx.arc(this.ball_x, this.ball_y, 15, 0, 2 * Math.PI);
ctx.fillStyle = 'red';
ctx.fill();
ctx.closePath();
},
this.move = function() {
if(rightpressed && this.ball_x < canvas.width-redballDiameter) {
this.ball_x += 5;
}
else if(leftpressed && this.ball_x > redballDiameter) {
this.ball_x -= 5;
}
else if(uppressed && this.ball_y > redballDiameter) {
this.ball_y -= 5;
}
else if(downpressed && this.ball_y < canvas.height - redballDiameter) {
this.ball_y += 5;
}
},
this.collision = function() {
//stuff
}
}
Here's a fiddle

Unable to draw to canvas

I have a project where I have to create a block breaking game in canvas, but for some reason the code has stopped drawing in the canvas and I haven't been able to find a solution to the problem.
//global variable
//setting the canvas state
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
//Boolean variables for each stage of the game
var startscreen = true;
var gameplaying = false;
var Game_over = false;
//Setting the ball position and size
var ball_x = canvas.width / 2;
var ball_y = canvas.height - 30;
var ballRadius = 5;
//Setting the ball movement
var dx = 2;
var dy = -2;
//PLayer paddle size
var p_height = 10;
var p_width = 100;
//Player paddle start position
var Paddlex = (canvas.width - p_width) / 2;
var Paddley = canvas.height - p_height;
//making sure the paddle doesnt move on its own
var paddleright = false;
var paddleleft = false;
//Set up the target blocks
var brickRowCount = 5;
var brickColumnCount = 13;
var brickWidth = 24;
var brickHeight = 20;
var brickPadding = 10;
var brickOffsetTop = 30;
var brickOffsetLeft = 30;
var rowColours = ["#2294B2", "#FF3175", "#17CEFF", "#CCBF27", "#B2A507"];
var bricks = [];
for (c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (r = 0; r < brickRowCount; r++) {
bricks[c][r] = {
x: 0,
y: 0,
status: 1
};
}
}
//setting the event listeners to detect keypresses
document.addEventListener("Keydown", keyDownHandler, false);
document.addEventListener("Keyup", keyUpHandler, false);
//Detecting the key press
function keyDownHandler(e) {
if (e.keyCode == 39) {
paddleright = true;
}
if (e.keyCode == 37) {
paddleleft = true;
}
}
//Detecting the Key press has stopped
function keyUpHandler(e) {
if (e.keyCode == 39) {
paddleright = false;
}
if (e.keyCode == 37) {
paddleleft = false;
} else if (e.keyCode == 13) {
startscreen = false;
gameplaying = true;
Game_over = false;
}
}
//drawing the ball
function ball() {
ctx.beginPath();
ctx.arc(ball_x, ball_y, ballRadius, 0, Math.pi * 2);
ctx.fillstyle = "red";
ctx.fill();
ctx.closePath();
}
//drawing player paddle
function paddle() {
ctx.beginPath();
ctx.rect(Paddlex, Paddley, p_width, p_height);
ctx.fillstyle = "green";
ctx.fill();
ctx.closePath();
}
//Drawing the blocks
function drawBricks() {
for (c = 0; c < brickColumnCount; c++) {
for (r = 0; r < brickRowCount; r++) {
ctx.fillstyle = rowColours[r];
if (bricks[c][r].status === 1) {
var brickX = (c * (brickWidth + brickPadding)) + brickOffsetLeft;
var brickY = (r * (brickHeight + brickPadding)) + brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fill();
ctx.closePath();
}
}
}
}
//drawing the above functions to the screen
function draw() {
//Startscreen and main menu
if (startscreen) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
//Set background colour
var gradient = ctx.createLinearGradient(0, 0, 170, 0);
gradient.addcolorstop(0, 'blue');
gradient.addcolorstop(0, 'orange');
ctx.fillstyle = gradient;
ctx.fillRect(0, 0, 500, 500);
//Welcome title
ctx.font = '20px verdana';
ctx.fillstyle = "white";
ctx.fillText("Block Breaker", 50, 50);
//Welcome tagline
ctx.fillText("Break some blocks", 50, 100);
//Rules of play text
ctx.fillText("How to play:", 80, 200);
ctx.fillText("To play, move the paddle", 80, 280);
ctx.fillText("with the left and right arrow keys", 80, 310);
ctx.fillText("Press ENTER to begin.", 80, 250);
// Call key up function
keyUpHandler();
}
//Game play
if (gameplaying) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
//calling the ball, paddle and blocks in the draw function
ball();
paddle();
drawBricks();
//bounce off the walls
if (ball_x + dx > canvas.width - ballRadius || ball_x + dx < ballRadius) {
console.log("Ball bounced off the side");
sx = -dx;
}
//if the ball hits the top
if (ball_y + dy < ballRadius) {
console.log("Ball bounced off the top");
}
//If the ball hits the bottom
if (ball_y + dy > canvas.height - ballRadius) {
//If the ball hits the player1 paddle
if (ball_y + dy > Paddley && ball_x > Paddlex && ball_x < Paddlex + p_width) {
console.log("Ball hit the player paddle");
dy = -dy;
}
//the ball hits the base
else if (ball_y + dy > canvas.height) {
console.log("Ball hit the bottom of the screen");
gameplaying = false;
Game_over = true;
}
}
}
//Gameover screen
if (Game_over) {
var gradient = ctx.createLinearGradient(0, 0, 0, 170);
gradient.addcolorstop(0, "blue");
gradient.addcolorstop(0, "orange");
ctx.fillstyle = gradient;
ctx.fillRect(0, 0, 500, 500);
//Welcome title
ctx.font = '20px verdana';
ctx.fillstyle = "white";
ctx.fillText("Game Over", 50, 50);
//Main Text body
ctx.fillText("Press Enter to return tot the main menu", 80, 200);
//Reload the game
function keyUpHandler(e) {
if (e.keyCode == 13) {
startscreen = true;
Game_over = false;
}
}
}
//If the ball hits a block
if (ball_x)
//Movement speed of the paddle
if (paddleright && Paddlex < canvas.width - p_width) {
Paddlex += 5;
} else if (paddleleft && Paddlex > 0) {
Paddlex -= 5;
}
ball_x += dx;
ball_y += dy;
//Setting the framerate
setInterval(draw, 10);
}
<canvas id="canvas"></canvas>
move the following line down two lines (so it is not inside draw())
setInterval(draw, 10);
Also, I would strongly encourage you to change 10 to (1000 / FPS), where FPS is frames per second. You probably won't be able to finish executing draw() within 10ms thus creating a drag on the CPU

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