JavaScript small game example - javascript

Learning Javascript and stack in small game example.
So why println(beaver.holes) has "NaN" value ??? It must be normal number without flouting point.
var Beaver = function(x, y) {
this.x = x;
this.y = y;
this.img = getImage("creatures/Hopper-Happy");
this.sticks = 0;
};
Beaver.prototype.draw = function() {
fill(255, 0, 0);
this.y = constrain(this.y, 0, height-50);
image(this.img, this.x, this.y, 40, 40);
};
Beaver.prototype.hop = function() {
this.img = getImage("creatures/Hopper-Jumping");
this.y -= 5;
};
Beaver.prototype.fall = function() {
this.img = getImage("creatures/Hopper-Happy");
this.y += 5;
};
Beaver.prototype.checkForStickGrab = function(stick) {
if ((stick.x >= this.x && stick.x <= (this.x + 40)) &&
(stick.y >= this.y && stick.y <= (this.y + 40))) {
stick.y = -11;
this.sticks++;
}
};
Beaver.prototype.checkForHoleDrop = function(hole) {
if ((hole.x >= this.x && hole.x<=(this.x +40)) &&
(hole.y >=this.y && hole.y <= (this.y + 40))) {
hole.y = -11;
this.holes++;
}
};
var Stick = function(x, y) {
this.x = x;
this.y = y;
};
var Hole = function(x,y) {
this.x = x;
this.y = y;
};
Hole.prototype.draw = function() {
rectMode(CENTER);
noStroke();
fill(120, 144, 204);
ellipse(this.x,this.y, 51,19);
fill(0, 40, 71);
ellipse(this.x,this.y, 40,15);
};
Stick.prototype.draw = function() {
fill(89, 71, 0);
rectMode(CENTER);
rect(this.x, this.y, 5, 40);
};
var beaver = new Beaver(37, 300);
var sticks = [];
for (var i = 0; i < 40; i++) {
sticks.push(new Stick(i * 44 + 300, random(44, 260)));
}
// holes var
var holes = [];
for (var i = 0;i< 10; i ++) {
holes.push(new Hole(random(33,400)*i + 306, 378));
}
var grassXs = [];
for (var i = 0; i < 25; i++) {
grassXs.push(i*18);
}
draw = function() {
// static
background(227, 254, 255);
fill(130, 79, 43);
rectMode(CORNER);
rect(0, height*0.90, width, height*0.10);
for (var i = 0; i < grassXs.length; i++) {
image(getImage("cute/GrassBlock"), grassXs[i], height*0.85, 20, 20);
grassXs[i] -= 1;
if (grassXs[i] <= -32) {
grassXs[i] = width;
}
}
// making holes
for (var i = 0; i < holes.length; i++) {
holes[i].draw();
beaver.checkForHoleDrop(holes[i]);
holes[i].x -=2;
}
for (var i = 0; i < sticks.length; i++) {
sticks[i].draw();
beaver.checkForStickGrab(sticks[i]);
sticks[i].x -= 2;// value turn speed of sticks
}
So here if we print beaver.holes on screen it will be give us NaN value.
textSize(18);
text("Score: " + beaver.sticks, 20, 30);
textSize(18);
text("Score: " + beaver.holes, 105, 30);
if (beaver.sticks/sticks.length >= 0.95) {
textSize(36);
text("YOU WIN!!!!", 100, 200);
}
if (beaver.hole >41) {
textSize(36);
text("YOU LOSE!!!",100,200);}
//println(beaver.holes/holes.length);
if (keyIsPressed && keyCode === 0) {
beaver.hop();
} else {
beaver.fall();
}
beaver.draw();
};

Looks like holes was never initialized for beaver prototypes.
Try modifying the constructor function to look like so.
var Beaver = function(x, y) {
this.x = x;
this.y = y;
this.img = getImage("creatures/Hopper-Happy");
this.sticks = 0;
this.holes = 0;
};
Performing a ++ operation on an undefined variable returns a NaN result.

Related

How to make a smooth car moving animation?

I created a RaceTrack game, where you simply drive a car, collect yellow bonuses and avoid black obstacles.
The problem is that the animation of my car is not smooth ( When u try to go left or right etc. )
Can someone help me understand how can I do a smooth animation when steering a car ?
How could I add a spontanious curves instead of straight road?
Ps. I know my ColissionChecker() functions aren't perfect, but that is a problem for another day.
I don't know why in snippet's Full Page the canvas is very small and you can't see anything.
var canvas = document.querySelector('canvas');
var c = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var LineWidth = 10;
var LineHeight = 80;
var boundaryTopOffset = 5;
var boundaryLeftOffset = 2;
var boundaryPadding = 50;
var boundaryMiddleOffset = 2;
var speed = 50;
let executedTimer = false;
let dateDiff;
let currentScore = 0;
var leftBoundary = [];
var rightBoundary = [];
var middleBoundary = [];
var bonuses = [];
var obstacles = [];
var car = {
x: 1200,
y: 800
}
document.addEventListener('keydown', function(event) {
let key = event.which
if(key === 37) {
car.x -= speed;
} else if(key === 39) {
car.x += speed;
} else if(key === 38) {
car.y -= speed;
} else if(key === 40) {
car.y += speed;
}
})
for (x = 0; x < 8; x++) {
leftBoundary[x] =
{
offset: boundaryLeftOffset + 400,
topOffset: 0,
width: LineWidth,
height: LineHeight,
color: "red"
};
}
for (x = 0; x < 8; x++) {
middleBoundary[x] =
{
offset: boundaryMiddleOffset + 890,
topOffset: 0,
width: LineWidth,
height: LineHeight,
color: "white"
};
}
for (x = 0; x < 8; x++) {
rightBoundary[x] =
{
offset: boundaryLeftOffset + 1400,
topOffset: 0,
width: LineWidth,
height: LineHeight,
color: "red"
};
}
var cycle = 0,
totalCycle = LineHeight + boundaryPadding;
window.requestAnimationFrame(draw);
function draw() {
if(executedTimer == false) {
obstacles.push({x: Math.floor((Math.random() * 1000) + 450), y: 10});
timerStart();
}
drawCanvas(boundaryLeftOffset-2, 0, canvas.width, canvas.height, 'grey');
cycle = (cycle + 4) % totalCycle;
for (boundary of [leftBoundary, rightBoundary, middleBoundary]) {
for (i = 0; i < boundary.length; i++) {
boundary[i].topOffset = cycle + (i-1) * totalCycle;
drawBoundary(boundary[i], boundary[i].color);
}
}
if(dateDiff >= 1000) {
obstacles.push({x: Math.floor((Math.random() * 900) + 490), y: 10});
bonuses.push({x: Math.floor((Math.random() * 900) + 490), y: 10})
}
drawScore();
drawObstacle();
drawBonus();
drawCar();
obstacleColissionChecker();
bonusColissionChecker();
timerCheck();
window.requestAnimationFrame(draw);
}
function drawBoundary(x, elementColor) {
c.fillStyle = elementColor;
c.fillRect(x.offset+100, x.topOffset, x.width, x.height);
}
function drawCanvas(posX, posY, width, height, elementColor) {
c.fillStyle = elementColor;
c.fillRect(posX, posY, width, height);
}
function drawCar() {
c.fillStyle = "blue";
c.fillRect(car.x, car.y, 100, 150);
c.fillStyle = "black";
for(var i = 0; i < 101; i+=100){
c.beginPath();
c.ellipse(car.x + i, car.y + 10, 10, 15, Math.PI, 0, 2 * Math.PI);
c.ellipse(car.x + i, car.y + 140, 10, 15, Math.PI, 0, 2 * Math.PI);
c.fill();
c.closePath();
}
}
function timerStart() {
date1 = new Date();
executedTimer = true;
}
function timerCheck() {
var date2 = new Date();
dateDiff = Math.abs(date1 - date2);
if(dateDiff >= 1000)date1 = date2;
}
function drawScore() {
c.font='25px Verdana';
c.fillStyle = 'hsl('+ 0 +', 100%, 50%)';
c.fillText('Score : ' + currentScore, 100, 80);
}
function drawObstacle() {
c.fillStyle = "#080D23";
for(obstacle of [obstacles]) {
for (i = 0; i < obstacles.length; i++) {
c.fillRect(obstacle[i].x, obstacle[i].y+= 5, 80, 50);
}
}
}
function drawBonus() {
c.fillStyle = "#F2C14A";
for(bonus of [bonuses]) {
for (i = 0; i < bonuses.length; i++) {
c.beginPath();
c.arc(bonuses[i].x, bonuses[i].y+= 5, 20, 0, Math.PI * 2, false);
c.fill();
c.closePath();
}
}
}
function obstacleColissionChecker() {
for (i = 0; i < obstacles.length; i++) {
if(car.y + 20 - obstacles[i]?.y + 20 > 0 && car.y - 20 - obstacles[i]?.y + 20 < 100
&& car.x + 100 - obstacles[i]?.x + 20 > 0 && car.x - 100 - obstacles[i]?.x - 20 < 200) {
currentScore--;
}
}
}
function bonusColissionChecker() {
for (i = 0; i < bonuses.length; i++) {
if(car.y + 20 - bonuses[i]?.y + 20 > 0 && car.y - 20 - bonuses[i]?.y + 20 < 100
&& car.x + 100 - bonuses[i]?.x + 20 > 0 && car.x - 100 - bonuses[i]?.x - 20 < 200) {
currentScore++;
}
}
}
canvas {
border: 1px solid black;
margin: 0 !important;
padding: 0 !important;
}
body {
margin: 0;
}
<canvas></canvas>
In your code the speed is constant.
The car is either moving at that speed or is not moving.
This is the problem : you need to introduce acceleration.
You should car.x += speed on every frame and alter the speed in the key press handler. It would be a good start for you.

how can I detect collision in a 2D tile game map

I made this basic game where I drew a map and a player, the player can move anywhere but how can I make so that it wont move when its on the tile[1] in the map?
also when I try to check if the player.x is greater than 50 it could go left it works but than if I click 2 keys at once it goes through
const context = document.querySelector("canvas").getContext("2d");
var rgb = 'rgb(' + Math.random()*256 + ',' + Math.random()*256 + ',' + Math.random()*256 + ','+Math.random() + ')';
document.onload = Loop();
var width = 1500;
var height = 800;
function Loop(){
var width = 1500;
var height = 800;
context.canvas.height = height;
context.canvas.width = width;
this.interval = setInterval(Update, 1000/100);
}
const Player = function(x, y, w, h, color) {
this.x = x; this.y = y; this.w = w; this.h = h;
this.speedY = 0; this.speedX = 0;
this.Draw = function(){
context.fillStyle = this.color;
context.fillRect(this.x, this.y, this.w, this.h);
};
this.Move = function(){
this.x += this.speedX;
this.y += this.speedY;
};
};<code>
var player = new Player(100,100,50, 50, rgb);
var Key = {};
function Update(){
context.clearRect(0, 0, width, height);
Map();
player.Draw();
player.Move();
onkeydown = onkeyup = function(e){
player.speedX = 0;
player.speedY = 0;
e = e || event;
Key[e.keyCode] = e.type == 'keydown';
if(Key[37] || Key[65]) {player.speedX -= 2}
if(Key[38] || Key[87]) {player.speedY -= 2}
if(Key[39] || Key[68]) {player.speedX += 2}
if(Key[40] || Key[83]) {player.speedY += 2}
if(Key[32]) {player.color = 'rgb(' + Math.random()*256 + ',' + Math.random()*256 + ',' + Math.random()*256 + ','+Math.random()*1 + ')';}
};
}
var map = [
1, 1, 1, 1, 1,
1, 0, 0, 0, 1,
1, 0, 0, 0, 1,
1, 0, 0, 0, 1,
1, 1, 1, 1, 1
];
var row = 5;
var column = 5;
function Map(){
for(let y = -1; y < column; y++){
for(let x = -1; x < row; x++){
switch(map[((y*row) + x)]) {
case 0: context.fillStyle = player.color;
break;
case 1: context.fillStyle = "#ffffff";
break;
default: context.fillStyle = "#000000";
}
context.fillRect(x*50, y*50, 50, 50);
}
}
}
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: black;
}
canvas {
display: block;
margin: auto;
border: solid 1px white;
border-radius: 10px;
}
script {
display: none;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="application/javascript">
void function() {
"use strict";
// Classes
function Camera(x,y) {
this.x = x || 0.0;
this.y = y || 0.0;
}
Camera.prototype = {
set: function(x,y) {
this.x = x || 0.0;
this.y = y || 0.0;
},
pan: function(x,y) {
this.x += x || 0.0;
this.y += y || 0.0;
}
};
var nextID = 0;
function Tile(colour) {
this.id = nextID++;
this.colour = colour || "black";
}
function Map(width,height) {
this.width = width || 1;
this.height = height || 1;
this.map = [];
this.map.length = this.height;
for (var y = 0; y < this.height; ++y) {
this.map[y] = [];
this.map[y].length = width;
for (var x = 0; x < this.width; ++x) {
this.map[y][x] = Math.random() < 0.2 ?
this.TILE_WALL:
this.TILE_GRASS;
}
this.map[y][0] = this.TILE_WALL;
this.map[y][this.width - 1] = this.TILE_WALL;
}
for (var x = 0; x < this.width; ++x) {
this.map[0][x] = this.TILE_WALL;
this.map[this.height - 1][x] = this.TILE_WALL;
}
}
Map.prototype = {
TILE_WIDTH: 32.0,
TILE_HEIGHT: 32.0,
INV_TILE_WIDTH: 0.0,
INV_TILE_HEIGHT: 0.0,
TILE_AIR: new Tile("#00000000"),
TILE_GRASS: new Tile("#00AA00FF"),
TILE_WALL: new Tile("#555555FF"),
set: function(x,y,tile) {
this.map[y][x] = tile;
},
scaleX: function(x) {
return (x * this.INV_TILE_WIDTH) | 0;
},
scaleY: function(y) {
return (y * this.INV_TILE_HEIGHT) | 0;
},
isColliding: function(x,y) {
return x > -1 && x < this.width
&& y > -1 && y < this.height
&& this.map[y][x].id > 1;
},
render: function(ctx,camera) {
for (var y = 0; y < this.height; ++y) {
for (var x = 0; x < this.width; ++x) {
var tile = this.map[y][x];
var _x = x * this.TILE_WIDTH - camera.x;
var _y = y * this.TILE_HEIGHT - camera.y;
ctx.fillStyle = tile.colour;
ctx.fillRect(_x,_y,this.TILE_WIDTH - 1,this.TILE_HEIGHT - 1);
}
}
}
};
Map.prototype.INV_TILE_WIDTH = 1.0 / Map.prototype.TILE_WIDTH;
Map.prototype.INV_TILE_HEIGHT = 1.0 / Map.prototype.TILE_HEIGHT;
function Player(x,y) {
this.x = x || 0.0;
this.y = y || 0.0;
this.dx = 0.0;
this.dy = 0.0;
this.isUp = false;
this.isDown = false;
this.isLeft = false;
this.isRight = false;
}
Player.prototype = {
WIDTH: 20.0,
HEIGHT: 20.0,
ACCELERATION: 1.0,
DEACCELERATION: 0.5,
MAX_SPEED: 3.0,
tick: function(map) {
// Movement
if (this.isUp) {
this.dy -= this.ACCELERATION;
if (this.dy < -this.MAX_SPEED) {
this.dy = -this.MAX_SPEED;
}
} else if (this.dy < 0.0) {
this.dy += this.DEACCELERATION;
if (this.dy > 0.0) {
this.dy = 0.0;
}
}
if (this.isDown) {
this.dy += this.ACCELERATION;
if (this.dy > this.MAX_SPEED) {
this.dy = this.MAX_SPEED;
}
} else if (this.dy > 0.0) {
this.dy -= this.DEACCELERATION;
if (this.dy < 0.0) {
this.dy = 0.0;
}
}
if (this.isLeft) {
this.dx -= this.ACCELERATION;
if (this.dx < -this.MAX_SPEED) {
this.dx = -this.MAX_SPEED;
}
} else if (this.dx < 0.0) {
this.dx += this.DEACCELERATION;
if (this.dx > 0.0) {
this.dx = 0.0;
}
}
if (this.isRight) {
this.dx += this.ACCELERATION;
if (this.dx > this.MAX_SPEED) {
this.dx = this.MAX_SPEED;
}
} else if (this.dx > 0.0) {
this.dx -= this.DEACCELERATION;
if (this.dx < 0.0) {
this.dx = 0.0;
}
}
// Collision
if (this.dx !== 0.0) {
var minY = map.scaleY(this.y);
var maxY = map.scaleY(this.y + this.HEIGHT);
var minX = 0;
var maxX = 0;
if (this.dx < 0.0) {
minX = map.scaleX(this.x + this.dx);
maxX = map.scaleX(this.x);
} else {
minX = map.scaleX(this.x + this.WIDTH);
maxX = map.scaleX(this.x + this.WIDTH + this.dx);
}
loop:
for (var y = minY; y <= maxY; ++y) {
for (var x = minX; x <= maxX; ++x) {
if (map.isColliding(x,y)) {
this.x = this.dx < 0.0 ?
(x + 1) * map.TILE_WIDTH:
x * map.TILE_WIDTH - this.WIDTH - 1;
this.dx = 0.0;
break loop;
}
}
}
}
if (this.dy !== 0.0) {
var minX = map.scaleX(this.x);
var maxX = map.scaleX(this.x + this.WIDTH);
var minY = 0;
var maxY = 0;
if (this.dy < 0.0) {
minY = map.scaleY(this.y + this.dy);
maxY = map.scaleY(this.y);
} else {
minY = map.scaleY(this.y + this.HEIGHT);
maxY = map.scaleY(this.y + this.HEIGHT + this.dy);
}
loop:
for (var y = minY; y <= maxY; ++y) {
for (var x = minX; x <= maxX; ++x) {
if (map.isColliding(x,y)) {
this.y = this.dy < 0.0 ?
(y + 1) * map.TILE_HEIGHT:
y * map.TILE_HEIGHT - this.HEIGHT - 1;
this.dy = 0.0;
break loop;
}
}
}
}
this.x += this.dx;
this.y += this.dy;
},
render: function(ctx,camera) {
camera.set(this.x,this.y);
ctx.lineWidth = 1;
ctx.strokeStyle = "black";
ctx.fillStyle = "darkred";
ctx.beginPath();
ctx.rect(this.x - camera.x,this.y - camera.y,this.WIDTH,this.HEIGHT);
ctx.fill();
ctx.stroke();
}
};
// Variables
var canvasWidth = 180;
var canvasHeight = 160;
var canvas = null;
var ctx = null;
var camera = null;
var map = null;
var player = null;
// Functions
function onKeyDown(e) {
switch(e.key.toUpperCase()) {
case "W": player.isUp = true; break;
case "S": player.isDown = true; break;
case "A": player.isLeft = true; break;
case "D": player.isRight = true; break;
}
}
function onKeyUp(e) {
switch(e.key.toUpperCase()) {
case "W": player.isUp = false; break;
case "S": player.isDown = false; break;
case "A": player.isLeft = false; break;
case "D": player.isRight = false; break;
}
}
function loop() {
// Tick
player.tick(map);
// Render
ctx.fillStyle = "gray";
ctx.fillRect(-canvasWidth >> 1,-canvasHeight >> 1,canvasWidth,canvasHeight);
map.render(ctx,camera);
player.render(ctx,camera);
//
requestAnimationFrame(loop);
}
// Entry point (first to execute)
onload = function() {
canvas = document.getElementById("canvas");
canvas.width = canvasWidth;
canvas.height = canvasHeight;
ctx = canvas.getContext("2d");
ctx.translate(canvasWidth >> 1,canvasHeight >> 1);
camera = new Camera(0.0,0.0);
map = new Map(10,10);
player = new Player(40.0,40.0);
map.set(1,1,map.TILE_GRASS);
addEventListener("keydown",onKeyDown);
addEventListener("keyup",onKeyUp);
loop();
}
}();
</script>
</body>
</html>
Firstly, looking at your code, there are some things that are missing which is required to implement basic collision detection and those are:
The player's current direction that he/she is moving in. This is important because it allows the function determining the collision detection to distinguish which side it is checking for the collision (Up, down, left, or right) since a player can only collide with one side at a time.
The tile's position and size. This is also very important because like the first point, there is only one side of the tile that the player can collide with and knowing the size and position can determine if it is a collision or not based on the players size and position.
Also, since you mentioned it is a basic game, the implementation below is a basic collision detection. If you were to make a more complex and bigger game, you should try looking into quad trees for more efficient collision detection:
https://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374
Now this is the function for detecting collision, for the sake of readability and shortness, p will represent the player object and t would represent the tile object. This function returns whether or not the player is colliding with a tile based on their direction of movement.
function isColliding(p, t){
if (p.direction == 'up') {
return p.y +(p.height/2)-p.speedY< t.y + t.height && p.y > t.y
&& p.x + p.width > t.x && p.x < t.x + t.width;
}
if (p.direction == 'down') {
return p.y + (p.height/2)+p.speedY > t.y && p.y < t.y
&& p.x + p.width > t.x && p.x < t.x + t.width;
}
if (p.direction == 'right') {
return p.x + p.width+p.speedX > t.x && p.x < t.x
&& p.y +(p.height/2)> t.y && p.y + p.height < t.y +t.height+ (p.height / 2);
}
if (p.direction == 'left') {
return p.x -p.speedX< t.x + t.width && p.x > t.x
&& p.y +(p.height/2)> t.y && p.y + p.height < t.y +t.height+ (p.height / 2);
}
return false;
}
You would probably want to put this in the player move function to constantly detect for tiles as it is moving. To do that, you'd want to modify your keydown detection so that with each different keydown, it would update the player's direction, here's a simple example:
document.onkeydown = function(event){
if (event.keyCode == 87)
player.up = true;
else if (event.keyCode == 65)
player.left = true;
else if (event.keyCode == 83)
player.down = true;
else if (event.keyCode == 68)
player.right = true;
}
and another simple example for every time the player moves (user presses a keydown):
const Player= function(/*Param stuff*/){
/*Property stuff*/
//tileArray is the array (or object, your choice) of all the current tiles in the map
this.move=function(tileArray){
//Go through all tiles to see if player is colliding with any of them
for(var t in tileArray){
if(this.up){
if(isColliding(this, tileArray[t]){
//functionality for when player collides
}else{
//functionality for when player doesn't collide
}
}
//check if player is going down, left, etc
}
}
}
These are just examples of how to implement the detection. You should use it as a reference to implement it relatively to how your code function because I didn't write it based on what you posted.
PS.
Make sure to also convert the directions to false after the user stops pressing the key.

Why the nextButton/startButton does not work?

I am working on a project on Khan Academy in which I have to create a game with at least 3 levels. I have developed most of the game but when I tried to proceed from one level to next the game somehow stops.
Here is the full project:
Project Link
/**
* Contains 3 levels
*
*
* Changed Ground
* Brown rectangle is replaced with Dirt Block.
*
* Scoring system changed
* Collecting Good sticks gets 1 point.
* Collecting Bad sticks gets -1 point. (i.e. loses point).
* Hitting rocks will lose 1 point.
*
**/
var level = 0;
var nosOfSticks = 5;
var target = 0;
var speed = 1;
var endLevel = false;
var buttonClicked = false;
var levelButtonEnabled = false;
var startButtonEnabled = true;
var Beaver = function(x, y) { // Beaver Constructor
this.x = x;
this.y = y;
this.img = getImage("creatures/Hopper-Happy");
this.sticks = 0;
};
Beaver.prototype.draw = function() { // Draw function to draw beaver
fill(255, 0, 0);
this.x = constrain(this.x, 0, width-40);
this.y = constrain(this.y, 0, height-50);
image(this.img, this.x, this.y, 40, 40);
};
Beaver.prototype.hop = function() { // Hop function to make beaver hop
this.img = getImage("creatures/Hopper-Jumping");
this.y -= speed * 5;
};
Beaver.prototype.hopLeft = function() {
this.img = getImage("creatures/Hopper-Jumping");
this.x -= speed * 5;
};
Beaver.prototype.hopRight = function() {
this.img = getImage("creatures/Hopper-Jumping");
this.x += speed * 5;
};
Beaver.prototype.fall = function() { // fall function makes beaver fall on the ground
this.img = getImage("creatures/Hopper-Happy");
this.y += speed * 5;
};
Beaver.prototype.checkForStickGrab = function(stick) { // function that checks sticks grab
if ((stick.x >= this.x && stick.x <= (this.x + 40)) &&
(stick.y >= this.y && stick.y <= (this.y + 40))) {
stick.y = -400;
this.sticks++;
}
};
Beaver.prototype.checkForBadStickGrab = function(badstick) { // function that checks badsticks grab
if ((badstick.x >= this.x && badstick.x <= (this.x + 40)) &&
(badstick.y >= this.y && badstick.y <= (this.y + 40))) {
badstick.y = -400;
this.sticks--;
}
};
Beaver.prototype.checkForRockHit = function(rock) { // function that checks rocks hit
if ((rock.x >= this.x - 40 && rock.x <= (this.x + 40)) &&
(rock.y >= this.y - 30 && rock.y <= (this.y + 40))) {
rock.x = -400;
this.sticks--;
}
};
// Drawing Sticks
var Stick = function(x, y) { // Stick constructor
this.x = x;
this.y = y;
};
Stick.prototype.draw = function() { // Draw function to draw sticks
fill(0, 0, 0);
rectMode(CENTER);
rect(this.x, this.y, 5, 40);
};
var Badstick = function(x, y) { // Bad Sticks constructor
Stick.call(this, x, y);
};
//Badstick.prototype = Object.create(Stick);
Badstick.prototype.draw = function() { //Draw function to draw badsticks
fill(255, 0, 13);
rectMode(CENTER);
rect(this.x, this.y, 5, 40);
};
// Drawings Rocks
var Rock = function(x, y) { // rocks constructor
this.x = x;
this.y = y;
this.img = getImage("cute/Rock");
};
Rock.prototype.draw = function(x, y) { // function to draw rocks
fill(0, 0, 0);
image(this.img, this.x, this.y, 40, 40);
};
var beaver = new Beaver(200, 300);
var sticks = [];
for (var i = 0; i < nosOfSticks; i++) {
sticks.push(new Stick(i * 100 + 400, random(20, 260)));
}
var badSticks = [];
for (var i = 0; i < nosOfSticks/2; i++) {
badSticks.push(new Badstick(i * 200 + 400, random(20, 270)));
}
var rocks = [];
for ( var i = 0; i < nosOfSticks * 0.375; i++) {
rocks.push(new Rock(random(0, 375), i * random() - (i * 100)));
}
var grassXs = [];
for (var i = 0; i < 25; i++) {
grassXs.push(i*20);
}
var blockXs = [];
for (var i = 0; i < 25; i++) {
blockXs.push(i*20);
}
var Button = function (x, y, w, h, color, text, size, font, textcolor, best) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.color = color;
this.text = text;
this.size = size;
this.font = font;
this.textcolor = textcolor;
this.best = best;
};
Button.prototype.draw = function() {
rectMode(CORNER);
fill(this.color);
rect(this.x, this.y, this.w, this.h);
fill(this.textcolor);
stroke(this.textcolor);
textFont(this.font, this.size);
text(this.text, this.x + (this.w/2 - this.w/2.5), this.y + (this.h/2 + this.size/2.5));
/*textFont(this.font, this.size / 2);
text("Best : " + this.best, this.x + 10, this.y + 90);*/
};
Button.prototype.clicked = function() {
if(mouseIsPressed && mouseX >= this.x && mouseX <= this.x + this.w && mouseY >= this.y && mouseY <= this.y + this.h ) {
return true;
}
};
var nextButton = new Button(315, 360, 75, 30, color(0, 255, 0), "Next Level", 12, "Aerial Bold", color(0, 0, 0));
var startButton = new Button(315, 360, 75, 30, color(0, 255, 0), "Start Again", 12, "Aerial Bold", color(0, 0, 0));
var playButton = new Button(140, 250, 120, 50, color(0, 0, 0), "PLAY", 40, "Aerial Bold", color(255, 255, 255));
var level1Button = new Button(30, 120, 100, 100, color(0, 0, 0), "Level 1", 25, "Aerial Bold", color(255, 255, 255));
var level2Button = new Button(140, 120, 100, 100, color(0, 0, 0), "Level 2", 25, "Aerial Bold", color(255, 255, 255));
var level3Button = new Button(250, 120, 100, 100, color(0, 0, 0), "Level 3", 25, "Aerial Bold", color(255, 255, 255));
var drawWin = function() {
fill(255, 0, 0);
textSize(36);
text("YOU WIN!!!!", 100, 200);
nextButton.draw();
};
var drawLoss = function() {
fill(255, 0, 0);
textSize(36);
text("YOU LOSE!!!!", 100, 200);
startButton.draw();
};
var movement = function() {
if (keyIsPressed) {
if(keyCode === UP) {
beaver.hop();
} /*else if(keyCode === LEFT) {
beaver.hopLeft();
} else if(keyCode === RIGHT) {
beaver.hopRight();
} */
} else { beaver.fall();}
};
var drawScore = function() {
fill(0, 255, 0);
textSize(18);
text("Score: " + beaver.sticks, 10, 390);
};
var isWin = function() {
if(beaver.sticks >= target) {
drawWin();
speed = 1;
return true;
}
};
var isLoss = function() {
if (beaver.sticks < target ) {
speed = 1;
drawLoss();
return true;
}
};
var drawBackground = function() {
//static
speed = 1;
background(227, 254, 255);
stroke(0, 0, 0);
rectMode(CORNER);
rect(0, height*0.90, width, height*0.10);
for (var i = 0; i < grassXs.length; i++) {
image(getImage("cute/GrassBlock"), grassXs[i], height*0.85, 35, 20);
image(getImage("cute/DirtBlock"), grassXs[i], height*0.85, 35, 60);
grassXs[i] -= speed;
if (grassXs[i] <= - 20) {
grassXs[i] = width;
}
}
};
var drawSticks = function() {
for (var i = 0; i < sticks.length; i++) {
sticks[i].draw();
beaver.checkForStickGrab(sticks[i]);
sticks[i].x -= speed;
}
};
var drawBadSticks = function() {
for (var i = 0; i < badSticks.length; i++) {
badSticks[i].draw();
beaver.checkForBadStickGrab(badSticks[i]);
badSticks[i].x -= speed;
}
};
var drawRocks = function() {
for (var i = 0; i < rocks.length; i++) {
rocks[i].draw();
beaver.checkForRockHit(rocks[i]);
rocks[i].y += speed;
}
};
var drawLevel = function() {
speed = 1;
drawBackground();
if (level === 1) {
target = 1;
drawSticks();
}
if (level === 2) {
target = 1;
drawSticks();
drawBadSticks();
}
if (level === 3) {
target = 1;
drawBadSticks();
drawSticks();
drawRocks();
}
beaver.draw();
movement();
drawScore();
if (sticks[nosOfSticks - 1].x < -5) {
isWin();
isLoss();
}
};
var drawLevels = function() {
level = "l";
background(0, 0, 0);
level1Button.draw();
level2Button.draw();
level3Button.draw();
if (level1Button.clicked() && level === "l") {
level = 1;
drawLevel();
} else if (level2Button.clicked() && level === "l") {
level = 2;
drawLevel();
} else if (level3Button.clicked() && level === "l") {
level = 3;
drawLevel();
}
};
var drawStart = function() {
level = 0;
background(0);
text("Hoppy Beaver", 75, 50);
text("Extreme", 120, 100);
playButton.draw();
if (playButton.clicked() && level === 0) {
levelButtonEnabled = false;
drawLevels();
}
};
//drawStart();
mouseClicked = function() {
if (nextButton.clicked() || startButton.clicked()) {
if (beaver.sticks >= 1) {
if (level === 0) {
level = 1;
sticks = [];
draw();
isWin = false;
}
if (level === 1) {
level = 2;
sticks = [];
draw();
isWin = false;
}
if (level === 2) {
level = 3;
sticks = [];
draw();
isWin = false;
}
if (level === 3) {
level = 1;
sticks = [];
isWin = false;
draw();
}
} else if (beaver.sticks < 1) {
if (level === 1) {
level = 1;
sticks = [];
drawLevel();
isLoss = false;
}
if (level === 2) {
level = 2;
sticks = [];
drawLevel();
isLoss = false;
}
if (level === 3) {
level = 3;
sticks = [];
drawLevel();
isLoss = false;
}
}
}
};
draw = function() {
speed = 1;
if (level === 1) {
drawLevel();
} else if (level === 2) {
drawLevel();
} else if (level === 3) {
drawLevel();
} else if (level === "l") {
drawLevels();
} else { drawStart(); }
};
welcome to stackoverflow. The problem with your code is this bit right here in the drawLevel function.
if (sticks[nosOfSticks - 1].x < -5) {
isWin();
isLoss();
}
At the start of your program you initialize the sticks array with some stick objects in line 124. When level 1 ends and the next button is clicked, you set the sticks array to an empty array sticks=[] in the mouseClicked function.However, you never re-add anything into the sticks array. Thus, when that block of code runs, the element at position nosOfSticks-1 is undefined, leading to your problem.My suggestion is to make a for loop after sticks=[] to refill the sticks array just like in line 124.
Good Luck!
Also, take a look at this guide for debugging help, how to debug small programs.

p5.js Collision Detection

I'm trying to use p5.js's p5.collide2D library to execute some actions. I have a main pulsing module that pulses size-wise to music playing in my sketch, and then as it hits certain shapes I have displaying, I want it to reference the different functions I've set up to transform the main module visually.
Currently in this sketch I'm trying to get the Circle2 function to draw when touchX + touchY collides with the maroon circle. I thought I was using the library correctly, but maybe not. Any help would be great. Thanks!
var circles = [];
var squares = [];
var sizeProportion = 0.2;
//additional shapes
var r = 0;
var velocity = 1;
var fillColor = color(0, 0, 0);
var hit = false;
var startTime;
var waitTime = 3000;
var drawCircles;
var drawSquares;
function preload() {
sound = loadSound('assets/findingnemoegg.mp3');
}
function setup() {
createCanvas(windowWidth, windowHeight);
amplitude = new p5.Amplitude();
sound.loop();
sound.play();
startTime = millis();
}
function draw() {
background(255);
// other shapes + information
r = r + velocity;
if ((r > 256) || (r < 0)) {
velocity = velocity * -1;
}
noStroke();
fill(144, 12, 63, r);
ellipse(100, 100, 80, 80);
// drawing circles
circles.push(new Circle1(touchX, touchY));
for (var i = 0; i < circles.length; i++) {
circles[i].display();
if (circles[i].strokeOpacity <= 0) { // Remove if faded out.
circles.splice(i, 1); // remove
}
}
//collisions
if (pointTouchcircle2(touchX, 100, 100)) { // <- collision detection
//call upon Circle2 function and have the main module draw that
} else {
//stay the same.
}
}
//starting circles
function Circle1(x, y) {
this.x = x;
this.y = y;
this.size = 0;
this.age = 0;
this.fillOpacity = 20
this.strokeOpacity = 30
this.display = function() {
var level = amplitude.getLevel();
this.age++;
if (this.age > 500) {
this.fillOpacity -= 1;
this.strokeOpacity -= 1;
}
var newSize = map(level, 0, 1, 20, 900);
this.size = this.size + (sizeProportion * (newSize - this.size));
strokeWeight(10);
stroke(152, 251, 152, this.strokeOpacity);
fill(23, 236, 236, this.fillOpacity);
ellipse(this.x, this.y, this.size);
}
}
//maroon circles
function Circle2(x, y) {
this.x = x;
this.y = y;
this.size = 0;
this.age = 0;
this.fillOpacity = 20
this.strokeOpacity = 30
this.display = function() {
var level = amplitude.getLevel();
this.age++;
if (this.age > 500) {
this.fillOpacity -= 1;
this.strokeOpacity -= 1;
}
var newSize = map(level, 0, 1, 20, 900);
this.size = this.size + (sizeProportion * (newSize - this.size));
strokeWeight(10);
stroke(173, 212, 92, this.strokeOpacity);
fill(144, 12, 63, this.fillOpacity);
ellipse(this.x, this.y, this.size);
}
}
//collision functions
function pointTouchcircle2(touch, x, y) {
if (hit = collidePointCircle(touchX,touchY,100,100,50)) {
return true
} else {
return false
}
}

Hover state for tiles in memory game Javascript

I have JavaScript code for a memory game for Khan Academy and I have no idea how to make a tile change color when the mouse is over it. As a test I tried to draw a star on a tile when the mouse was over it in the "if (tiles[i].isUnderMouse(mouseX, mouseY))" in the mouseClicked function but of course that only worked when the mouse is clicked and because the tiles are in a draw function the star would be put behind the new set of tiles after the next click. I don't really even know where to start to do this. Can anyone help me?
//Card face down image variable
var fdImage = image(getImage("avatars/questionmark"), this.x, this.y, this.width, this.width);
var Tile = function(x, y, face) {
this.x = x;
this.y = y;
this.face = face;
this.width = 70;
};
Tile.prototype.drawFaceDown = function() {
fill(214, 247, 202);
strokeWeight(2);
rect(this.x, this.y, this.width, this.width, 10);
image(getImage("avatars/questionmark"), this.x, this.y, this.width, this.width);
this.isFaceUp = false;
};
Tile.prototype.drawFaceUp = function() {
fill(214, 247, 202);
strokeWeight(2);
rect(this.x, this.y, this.width, this.width, 10);
image(this.face, this.x, this.y, this.width, this.width);
this.isFaceUp = true;
};
Tile.prototype.isUnderMouse = function(x, y) {
if ( x >= this.x && x <= this.x + this.width &&
y >= this.y && y <= this.y + this.width ) {
}
return x >= this.x && x <= this.x + this.width &&
y >= this.y && y <= this.y + this.width;
};
// Global config
var NUM_COLS = 5;
var NUM_ROWS = 4;
// Declare an array of all possible faces
var faces = [
//saplings
getImage("avatars/leafers-seed"),
getImage("avatars/leafers-seedling"),
getImage("avatars/leafers-sapling"),
getImage("avatars/leafers-tree"),
getImage("avatars/leafers-ultimate"),
getImage("avatars/piceratops-seed"),
getImage("avatars/piceratops-seedling"),
getImage("avatars/piceratops-sapling"),
getImage("avatars/piceratops-tree"),
getImage("avatars/piceratops-ultimate"),
getImage("avatars/aqualine-seed"),
getImage("avatars/aqualine-seedling"),
getImage("avatars/aqualine-sapling"),
getImage("avatars/aqualine-tree"),
getImage("avatars/aqualine-ultimate"),
//figures
getImage("avatars/marcimus"),
getImage("avatars/mr-pants"),
getImage("avatars/mr-pink"),
getImage("avatars/old-spice-man"),
getImage("avatars/orange-juice-squid"),
getImage("avatars/purple-pi"),
getImage("avatars/spunky-sam"),
//robots
getImage("avatars/robot_female_1"),
getImage("avatars/robot_female_2"),
getImage("avatars/robot_female_3"),
getImage("avatars/robot_male_1"),
getImage("avatars/robot_male_2"),
getImage("avatars/robot_male_3"),
//important figures
getImage("creatures/Hopper-Happy"),
getImage("creatures/Hopper-Cool"),
getImage("creatures/Hopper-Jumping"),
getImage("creatures/OhNoes"),
getImage("creatures/BabyWinston"),
getImage("creatures/Winston"),
//rpg material
getImage("space/beetleship"),
getImage("space/healthheart"),
getImage("space/octopus"),
getImage("space/planet"),
getImage("space/rocketship"),
getImage("space/star"),
];
// Make an array which has 2 of each, then randomize it
var possibleFaces = faces.slice(0);
var selected = [];
for (var i = 0; i < (NUM_COLS * NUM_ROWS) / 2; i++) {
// Randomly pick one from the array of remaining faces
var randomInd = floor(random(possibleFaces.length));
var face = possibleFaces[randomInd];
// Push twice onto array
selected.push(face);
selected.push(face);
// Remove from array
possibleFaces.splice(randomInd, 1);
}
// Now we need to randomize the array
selected.sort(function() {
return 0.5 - Math.random();
});
// Create the tiles
var tiles = [];
for (var i = 0; i < NUM_COLS; i++) {
for (var j = 0; j < NUM_ROWS; j++) {
tiles.push(new Tile(i * 78 + 10, j * 78 + 40, selected.pop()));
}
}
background(255, 255, 255);
// Now draw them face up
for (var i = 0; i < tiles.length; i++) {
tiles[i].drawFaceDown();
}
var flippedTiles = [];
var delayStartFC = null;
var numTries = 0;
mouseClicked = function() {
for (var i = 0; i < tiles.length; i++) {
//
if (tiles[i].isUnderMouse(mouseX, mouseY)) {
//
if (flippedTiles.length < 2 && !tiles[i].isFaceUp) {
tiles[i].drawFaceUp();
flippedTiles.push(tiles[i]);
if (flippedTiles.length === 2) {
numTries++;
if (flippedTiles[0].face === flippedTiles[1].face) {
flippedTiles[0].isMatch = true;
flippedTiles[1].isMatch = true;
}
delayStartFC = frameCount;
loop();
}
}
}
}
var foundAllMatches = true;
for (var i = 0; i < tiles.length; i++) {
foundAllMatches = foundAllMatches && tiles[i].isMatch;
}
if (foundAllMatches) {
fill(0, 0, 0);
textSize(20);
text("You found them all in " + numTries + " tries!", 20, 375);
}
};
draw = function() {
if (delayStartFC && (frameCount - delayStartFC) > 30) {
for (var i = 0; i < tiles.length; i++) {
if (!tiles[i].isMatch) {
tiles[i].drawFaceDown();
}
}
flippedTiles = [];
delayStartFC = null;
noLoop();
}
};
In order to add a hover state to the tiles in this Khan Academy challenge, you must first add a new method to your Tile object
Tile.prototype.hoverState = function() {
fill(150, 247, 202);
strokeWeight(2);
rect(this.x, this.y, this.width, this.width, 10);
image(getImage("avatars/leaf-green"), this.x, this.y, this.width, this.width);
this.isFaceUp = false;
};
Afterwards you will need to use mouseMoved like this:
mouseMoved = function() {
for (var i = 0; i < tiles.length; i++) {
if (tiles[i].isUnderMouse(mouseX, mouseY) && !tiles[i].isFaceUp) {
tiles[i].hoverState();
} else if (tiles[i].isFaceUp) {
tiles[i].drawFaceUp();
} else {
tiles[i].drawFaceDown();
}
}
};

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