How to print a specific part of page that have javascript [duplicate] - javascript

This question already has answers here:
How to print canvas content using javascript
(3 answers)
Closed 6 years ago.
I tried to print a part of my page but the problem is it only displays the html and doesn't show the JavaScript; I don't know why. In the print the thing that was implemented in JavaScript does not appeare
EDIT: removed the code and provided a full example in the link.
this is an example of what i mean. the javascript used to create the game will not be shown in the print.
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random() * (maxHeight - minHeight + 1) + minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random() * (maxGap - minGap + 1) + minGap);
myObstacles.push(new component(10, height, "green", x, 0));
myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text = "SCORE: " + myGameArea.frameNo;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {
return true;
}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
function myFunction() {
var prtContent = document.getElementById("page");
var WinPrint = window.open('', '', 'left=0,top=0,width=800,height=900,toolbar=0,scrollbars=0,status=0');
WinPrint.document.write(prtContent.innerHTML);
WinPrint.document.close();
WinPrint.focus();
WinPrint.print();
WinPrint.close();
}
window.onload=startGame;
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<div id="page">
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
<p>Use the ACCELERATE button to stay in the air</p>
<p>How long can you stay alive?</p>
<input type="button" onClick="myFunction()" class="button" value="Print this page">
</div>

I have tried the code in this way and its working fine
<div id="page">Test test test test test test</div>
<script>
function myFunction()
{
var prtContent = document.getElementById("page");
var WinPrint = window.open('', '', 'left=0,top=0,width=800,height=900,toolbar=0,scrollbars=0,status=0');
WinPrint.document.write(prtContent.innerHTML);
WinPrint.document.close();
WinPrint.focus();
WinPrint.print();
WinPrint.close();
}
myFunction();
</script>

Related

The playable structure I am making in HTML falls flat, and the common attribute is not helping

I am trying to make a game in HTML with Java at the same time, and I do not know exactly how to color/paint the <canvas> element. Here is what I have so far with my game:
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(10, height, "green", x, 0));
myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
</script>
<br>
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
<p>Use the ACCELERATE button to stay in the air</p>
<p>How long can you stay alive?</p>
</body>
Why I want to color the canvas
The reason WHY i want to color the canvas is because I want to add a background, because this WILL be a public unofficial game. You can clearly see that the popular game: "Doodle Jump" (No clickbait) has a decent background color.
I want to be creative with my game, not lazy.
All in all, is <canvas> the best element? If so, how can I change the color of the background with CSS?
I made a fiddle with your code. In the fiddle I changed the background-color to yellow and it works.
You can also make the background of the canvas a different color by drawing a colored rectangle onto the canvas which has the same width and height as the canvas element. Just make sure to draw this rectangle before you draw anything else. Here's an example of what I mean:
// specify color
this.context.fillStyle = "red";
// draw a rectangle with the same width and height as canvas
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);

How to make gravity function interact with my image game piece?

I am working on a simple html game using a canvas and I am trying to figure out how to use an image that will react to the gravity function that im using. When I dont use the image and use a box instead it works perfectly fine but when I use the picture it stays in one place and then will not react with the game.
Here is the code that I have......
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(30, 30, "ship.png", 10, 120, "image");
myGamePiece.gravity = 5;
myScore = new component("30px", "Consolas", "#FF5733", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 300;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
}
else if (this.type == "image"){
shipImage = new Image() ;
shipImage.src= "ship.png" ;
shipImage.onload = function() {
ctx.drawImage( shipImage, 50, 50 )
}
}
else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 175;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(30, height, "white", x, 0));
myObstacles.push(new component(30, x - height - gap, "white", x, height + gap));
}

How do i increase the start function interval after score is 1000?

I am trying to make a javascript game, got some codes online and I am trying to refine it to what I want, so I want the interval to be faster after score gets to 1000. I have tried all my possible best to dig into this, please kindly help me to refine my code. The start function takes an interval of 20 miliseconds in the gamearea function. I do a count of scores, then when the scores get to 1000, i want to increase the interval by settiing it in the updateGame function
function startGame() {
myGameArea = new gamearea();
myGamePiece = new component(30, 30, "red", 10, 75);
myscore = new component("15px", "Consolas", "black", 220, 25, "text");
myGameArea.start();
}
function gamearea() {
this.canvas = document.createElement("canvas");
this.canvas.width = 320;
this.canvas.height = 180;
document.getElementById("canvascontainer").appendChild(this.canvas);
this.context = this.canvas.getContext("2d");
this.pause = false;
this.frameNo = 0;
this.start = function() {
this.interval = setInterval(updateGameArea, 20);
}
this.stop = function() {
clearInterval(this.interval);
this.pause = true;
}
this.clear = function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
if (type == "text") {
this.text = color;
}
this.score = 0; this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, y, min, max, height, gap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
myGameArea.stop();
document.getElementById("myfilter").style.display = "block";
document.getElementById("myrestartbutton").style.display = "block";
return;
}
}
if (myGameArea.pause == false) {
myGameArea.clear();
myGameArea.frameNo += 1;
myscore.score +=1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
y = myGameArea.canvas.height - 100;
min = 20;
max = 100;
height = Math.floor(Math.random()*(max-min+1)+min);
min = 50;
max = 100;
gap = Math.floor(Math.random()*(max-min+1)+min);
myObstacles.push(new component(10, height, "green", x, 0));
myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myscore.text="SCORE: " + myscore.score;
if (myscore.score == 1000){
this.start = function() {
this.interval = setInterval(updateGameArea, 10);
}
}
myscore.update();
myGamePiece.x += myGamePiece.speedX;
myGamePiece.y += myGamePiece.speedY;
myGamePiece.update();
}
}
startGame();
You need to explicitly stop the old interval running and start a new one.
if (myscore.score == 1000){
this.stop(); // Stop the old interval
// Start a new interval with the new timing
this.interval = setInterval(updateGameArea, 10);
}

<script> Not Working in HTML file

Im a noob at js, but I have a somewhat decent comprehension of how it works...
Anyways, I found this code and tried to post it to my website annane.us/games/blockup as a test and the script is unresponsive. When I went to my domain host's file manager I found the code edited from
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #000000;
background-color: #000000;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "Red", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(10, height, "red", x, 0));
myObstacles.push(new component(10, x - height - gap, "red", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
</script>
<br>
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.1)">UP</button>
<p>Use the UP button to stay in the air</p>
<p>How long can you stay alive?</p>
<p>Refresh your page to restart the game</p>
</body>
</html>
to
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #000000;
background-color: #000000;
}
</style>
</head>
<body onload="startGame()">
<p>
<script>// <![CDATA[
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "Red", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(10, height, "red", x, 0));
myObstacles.push(new component(10, x - height - gap, "red", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
// ]]></script>
</p>
<p><br /> <button>UP</button></p>
<p>Use the UP button to stay in the air</p>
<p>How long can you stay alive?</p>
<p>Refresh your page to restart the game</p>
</body>
</html>
If anyone could help me in fixing this that'd be appreciated
You put your code of script in body part, but you should have put your script in your head tag:
<html>
<head>
<script>
----add your script here----
</script>
</head>
<body>
<form>
----- your contents-----
</form>
</body>
</html>
The reason you are getting this error is that you have the wrong code in the button tag. You should replace your button tag with:
<form> <button>UP</button></form> //replace this with below command and its working
Put onmousedown in button tag and remove tag because Javascript works on the DOM property, so you can't put an extra tag.
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.1)">UP</button>

How can I create a function to draw a sprite on canvas?

I need to create function sprite() with canvas in javascript
I have 2 codes
this to create a sprite :
var width = 40,
height = 28,
frames = 2,
currentFrame = 0,
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
image = new Image()
image.src = 'http://s28.postimg.org/k90gybbtl/bird_Sprite.png';
var draw = function(){
ctx.clearRect(0, 0, width, height);
ctx.drawImage(image, 0, height * currentFrame, width, height, 0, 0, width, height);
if (currentFrame == frames) {
currentFrame = 0;
} else {
currentFrame++;
}
}
setInterval(draw, 120);
I have another code for simple game :
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myUpBtn = new component(canvasWidth, canvasHeight, "rgba(0, 0, 0, 0)", 0, 0);
myGameArea.start();
}
function component(width, height, color, x, y, type) {
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
if (type == "image") {
ctx.drawImage(this.image,
this.x,
this.y,
this.width, this.height);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
}
this.clicked = function() {
var mytop = this.y;
var clicked = true;
if (mytop > myGameArea.y) {
clicked = false;
}
return clicked;
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
} // https://www.w3schools.com/graphics/game_images.asp
etc...
now the problem is ...
I can't make the 2 codes together
can anyone help me?
thank you :)
The following code adds your sprite to the game code from W3 Schools:
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(40, 28, "red", 10, 120, "sprite");
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
if (type === "sprite") {
this.currentFrame = 0;
this.frames = 2;
this.tickCount = 0;
this.ticksPerFrame = 4;
this.image = new Image();
this.image.src = 'http://s28.postimg.org/k90gybbtl/bird_Sprite.png';
}
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else if (this.type == "sprite") {
if (this.tickCount > this.ticksPerFrame) {
ctx.drawImage(this.image, 0, this.height * this.currentFrame, this.width, this.height, this.x, this.y, this.width, this.height);
this.tickCount = 0;
if (this.currentFrame == this.frames) {
this.currentFrame = 0;
} else {
this.currentFrame++;
}
} else {
ctx.drawImage(this.image, 0, this.height * this.currentFrame, this.width, this.height, this.x, this.y, this.width, this.height);
this.tickCount++;
}
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(10, height, "green", x, 0));
myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
<body onload="startGame()">
<br>
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
<p>Use the ACCELERATE button to stay in the air</p>
<p>How long can you stay alive?</p>
</body>
In summary:
Within the component function we initialise variables to handle the sprite animation if the type parameter is set to sprite
Within the update function we only draw the next frame of the sprite animation every 4th time update is called. This ensures that the sprite animation doesn't play to quickly
We then increment or reset the currentFrame count the same as you did before in your original code
If we're not ready to display the next frame in the sprite animation, we just display the existing frame again.
To take it further you might want to consider refactoring my solution so that the sprite is a separate "class" which inherits it's core functionality from component.

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