trying to build a basic basic game engine - javascript

I'm trying to teach myself about what goes into a game engine by building my own. when I said basic basic game engine, that was no typo. all I have so far is a simple text loader, and I'm working on a single image loader. I can not get my images to appear in the canvas even with and .onload = function style technique. In fact, I always have problems with images loading, I, just for shits and giggles, made a video loader that loaded four short videos, made and attached video tags and the divs that held them, and STILL, images drive me nut guys and girls! wtf! any help, but more importantly insight would be invaluable and helpful to a rookie at trying to understand as opposed to copying without understanding. Thanks in advance.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
function drawText(context, pxSize, fontStyle, color, text, x, y){
context.font = pxSize + 'px ' + fontStyle;
context.fillStyle = color;
context.fillText(text, x, y);
}
function drawHero(src, sourceX, sourceY, sourceWidth, sourceHeight, x, y, height, width){
var hero = {
image: new Image(),
src: src,
sourceX: sourceX,
sourceY: sourceY,
sourceWidth: sourceWidth + 'px',
sourceHeight: sourceHeight + 'px',
x: x,
y: y,
width: width + 'px',
height: height + 'px'
};
hero.image.onload = function(){
context.drawImage(hero.image, hero.sourceX, hero.sourceY, hero.sourceWidth,
hero.sourceHeight, hero.x, hero.y, hero.width, hero.height);
}
hero.image.src = src;
}
drawHero("sonic.png" , "sonic1", 0, 0, 85, 119, 10, 10, 85, 119);

You defined hero.width and hero.height to be a string and that causes an error because context.drawImage needs a number for height and width.
Take away the width: width + "px" and height: height + "px" and replace it with width: width and height: height.
EDIT: just realized you did the same to hero.sourceWidth and hero.sourceHeight.
EDIT 2: just realized that you passed in 10 parameters to drawHero when it only takes in 9. You should remove "sonic1".
EDIT 3: You ordered the parameters to context.drawImage wrong too.
You might want to read this: https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/drawImage .
Use this:
context.drawImage(hero.image, hero.x, hero.y, hero.width, hero.height, hero.sourceX, hero.sourceY, hero.sourceWidth, hero.sourceHeight);
Good luck with your game engine!

To have your images, and more generally your resources, loaded right, have a separate function to create the resources, and have a 'start' function that launches the engines once every resource is loaded.
var resourceCount = 0;
function loadResource(type, src) {
if (type == Image) {
resourceCount++;
var newImage = new Image();
newImage.onload = resourceLoaded;
// you might want to handle errors to ease debugging.
// newImage.onerror = ...
newImage.src = src;
return newImage;
}
// ... some other code for your text / sound / ... ressources
}
function resourceLoaded(loadedEvt) {
resourceCount--;
if (resourceCount == 0) startEngine();
}
// use with :
var heroImage = loadResource(Image, 'hero.png');

Related

Strange 700ms delay when using context.drawImage();

I'm working on a small canvas animation that requires me to step through a large sprite sheet png so I'm getting a lot of mileage out of drawImage(). I've never had trouble in the past using it, but today I'm running into an odd blocking delay after firing drawImage.
My understanding is that drawImage is synchronous, but when I run this code drawImage fired! comes about 700ms before the image actually appears. It's worth noting it's 700ms in Chrome and 1100ms in Firefox.
window.addEventListener('load', e => {
console.log("page loaded");
let canvas = document.getElementById('pcb');
let context = canvas.getContext("2d");
let img = new Image();
img.onload = function() {
context.drawImage(
img,
800, 0,
800, 800,
0, 0,
800, 800
);
console.log("drawImage fired!");
};
img.src = "/i/sprite-comp.png";
});
In the larger context this code runs in a requestAnimationFrame loop and I only experience this delay during the first execution of drawImage.
I think this is related to the large size of my sprite sheet (28000 × 3200) # 600kb though the onload event seems to be firing correctly.
edit: Here's a printout of the time (ms) between rAF frames. I get this result consistently unless I remove the drawImage function.
That's because the load event only is a network event. It only tells that the browser has fetched the media, parsed the metadata, and has recognized it is a valid media file it can decode.
However, the rendering part may still not have been made when this event fires, and that's why you have a first rendering that takes so much time. (Though it used to be an FF only behavior..)
Because yes drawImage() is synchronous, It will thus make that decoding + rendering a synchrounous operation too. It's so true, that you can even use drawImage as a way to tell when an image really is ready..
Note that there is now a decode() method on the HTMLImageElement interface that will tell us exactly about this, in a non-blocking means, so it's better to use it when available, and to anyway perform warming rounds of all your functions off-screen before running an extensive graphic app.
But since your source image is a sprite-sheet, you might actually be more interested in the createImageBitmap() method, which will generate an ImageBitmap from your source image, optionally cut off. These ImageBitmaps are already decoded and can be drawn to the canvas with no delay. It should be your preferred way since it will also avoid that you draw the whole sprite-sheet every time. And for browsers that don't support this method, you can monkey patch it by returning an HTMLCanvasElement with the part of the image drawn on it:
if (typeof window.createImageBitmap !== "function") {
window.createImageBitmap = monkeyPatch;
}
var img = new Image();
img.crossOrigin = "anonymous";
img.src = "https://upload.wikimedia.org/wikipedia/commons/b/be/SpriteSheet.png";
img.onload = function() {
makeSprites()
.then(draw);
};
function makeSprites() {
var coords = [],
x, y;
for (y = 0; y < 3; y++) {
for (x = 0; x < 4; x++) {
coords.push([x * 132, y * 97, 132, 97]);
}
}
return Promise.all(coords.map(function(opts) {
return createImageBitmap.apply(window, [img].concat(opts));
})
);
}
function draw(sprites) {
var delay = 96;
var current = 0,
lastTime = performance.now(),
ctx = document.getElementById('canvas').getContext('2d');
anim();
function anim(t) {
requestAnimationFrame(anim);
if (t - lastTime < delay) return;
lastTime = t;
current = (current + 1) % sprites.length;
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height)
ctx.drawImage(sprites[current], 0, 0);
}
}
function monkeyPatch(source, sx, sy, sw, sh) {
return Promise.resolve()
.then(drawImage);
function drawImage() {
var canvas = document.createElement('canvas');
canvas.width = sw || source.naturalWidth || source.videoWidth || source.width;
canvas.height = sh || source.naturalHeight || source.videoHeight || source.height;
canvas.getContext('2d').drawImage(source,
sx || 0, sy || 0, canvas.width, canvas.height,
0, 0, canvas.width, canvas.height
);
return canvas;
}
}
<canvas id="canvas" width="132" height="97"></canvas>

CanvasRenderingContext2D putImageData oddity

So i'm adding some image manipulation functions to one of our company projects. Part of the feature is an image cropper with the desire to 'auto-detect' the cropped image to some degree. If our guess is bad they can just drag & drop the cropper points, but most images people should be able to be auto-cropped.
My issue is when i'm putting the data back into the canvas indexes that work don't seem make any sense to me based on the documentation. I'm trying to take the rect I find and convert he canvas to a single image size that will now contain my whole rect.
let width = right - left + 1, height = bottom - top + 1;
canvas.width = width;
canvas.height = height;
ctx.putImageData(imageBuffer, -left, -top, left, top, width,height);
This gives me the correct image. I would have expected based on the documentation that the below code would be correct. I verified in mspaint that my indexes for the rect are correct so I know it isn't my algorithm coming up with weird numbers.
let width = right - left + 1, height = bottom - top + 1;
canvas.width = width;
canvas.height = height;
ctx.putImageData(imageBuffer, 0, 0, left, top, width,height);
Why do you have to put a negative indexing for the 2nd & 3rd argument? I've verified it behaves like this in both Chrome & Firefox.
Yes, it might be a bit confusing, but when you putImageData, the destinationWidth and destinationHeight you would have in e.g drawImage, are always equal to the ImageData's width and height.
The 4 last params of putImageData(), dirtyX, dirtyY, dirtyWidth and dirtyHeight values are relative to the ImageData's boundaries.
So with the first two params, you just set the position of the ImageData's boundaries, with the 4 others, you set the position of your pixels in this ImageData's boundary.
var ctx = canvas.getContext('2d');
var imgBound = {
x: 10,
y: 10,
width: 100,
height: 100
},
innerImg = {
x: 20,
y: 20,
width: 200,
height: 200
};
// a new ImageData, the size of our canvas
var img = ctx.createImageData(imgBound.width, imgBound.height);
// fill it with noise
var d = new Uint32Array(img.data.buffer);
for(var i=0;i<d.length; i++)
d[i] = Math.random() * 0xFFFFFFFF;
function draw() {
ctx.putImageData(img,
imgBound.x,
imgBound.y,
innerImg.x,
innerImg.y,
innerImg.width,
innerImg.height
);
// the ImageData's boundaries
ctx.strokeStyle = 'blue';
ctx.strokeRect(imgBound.x, imgBound.y, imgBound.width, imgBound.height);
// our pixels boundaries relative to the ImageData's bbox
ctx.strokeStyle = 'green';
ctx.strokeRect(
// for stroke() we need to add the ImageData's translation
innerImg.x + imgBound.x,
innerImg.y + imgBound.y,
innerImg.width,
innerImg.height
);
}
var inner_direction = -1,
imgBound_direction = -1;
function anim() {
innerImg.width += inner_direction;
innerImg.height += inner_direction;
if(innerImg.width <= -50 || innerImg.width > 200) inner_direction *= -1;
imgBound.x += imgBound_direction;
if(imgBound.x <= 0 || imgBound.x > 200)
imgBound_direction *= -1;
ctx.clearRect(0,0,canvas.width,canvas.height);
draw();
requestAnimationFrame(anim);
}
anim();
canvas{border: 1px solid;}
<canvas id="canvas" width="300" height="300"></canvas>

How to draw multi images of the same object onto a single canvas

I want to draw onto a canvas multi times with the same image, in other words i want to apply code that will when i click on the canvas area produces an image and when i click again somewhere else it produces another image and so on.
<canvas></canvas>
But when trying to draw again it instead replaces the previous image that was drawn and then draws the new image. instead of keeping the previous drawn image on the canvas.
function drawAll(){
context.drawImage(imageObj, 0, 0, imageObj.width, imageObj.height,0, 0, 700, 618);
if(coordinates.length > 0){
coordinates.map((coord, key) =>{
context.beginPath();
context.moveTo(coord.startX, coord.startY);
context.lineTo(coord.toX,coord.toY);
context.strokeStyle="rgb(226, 104, 36)";
context.lineWidth=2;
context.stroke();
});
}
if(entry){
context.drawImage(imageObjBall, entry.posX-8, entry.posY-8, 16, 16);
}
}
EDIT: Hey sorry forgot to insert this bit down here
function handleClick(e){
if(!isDrawing && prize_id != null){
var pos = getMousePos(canvas, e);
mouseX = pos.x;
mouseY = pos.y;
$x_id=`#cor_x_${prize_id}`;
$y_id=`#cor_y_${prize_id}`;
context.clearRect(0, 0, 700, 618);
context.drawImage(imageObjBall, mouseX-8, mouseY-8, 16, 16);
entry={posX:mouseX,posY:mouseY};
$($x_id).text(mouseX);
$($y_id).text(mouseY);
drawAll();
}
}
NOTE: This is in laravel 5, there is more code outside of this but i
felt this was the necessary snipped needed for you to be able to help
me but if you need more please ask me to edit some more code into this
post
To draw multiple images onto the canvas using a single image object, create the image object via new Image() and set the src property accordingly.
Alternatively, you can also write an <img src=""> tag in the HTML code and get a reference to it via document.querySelector.
There is one important thing to consider: Before you call drawImage, you have to make sure the image is loaded, even when there are no load times (eg. localhost or data-url).
In my example, I solved this by not starting the animation immediately. Instead, the requestAnimationFrame loop is started in the image onload event.
var R = Math.random
var a = document.getElementById("a")
var W = a.width = 400
var H = a.height = 300
var c = a.getContext("2d")
var img = new Image()
img.src = 'https://assets-cdn.github.com/images/icons/emoji/unicode/1f60d.png'
function loop() {
var rndX = (R()*W)|0
var rndY = (R()*H)|0
c.drawImage(img, rndX, rndY)
requestAnimationFrame(loop)
}
img.onload=function() {
loop()
}
body {
margin: 0;
overflow: hidden;
}
canvas {
width: 100%;
height: 100%;
}
<canvas id="a"></canvas>

How can I create a new object with multiple methods?

I am trying to follow this tutorial here https://www.smashingmagazine.com/2012/10/design-your-own-mobile-game/ and I am stuck on the second part. (2. A Blank Canvas)
I am not sure where to put the POP.Draw object. Does it go inside of the var POP{} brackets where the other objects are created? I've tried keeping it inside, outside, and in the init function which I don't think makes sense. The purpose is to create methods within the new Draw object so they can be called later to create pictures in the canvas.
Here is my current code. It is the same as the one in the link:
var POP = {
//setting up initial values
WIDTH: 320,
HEIGHT: 480,
// we'll set the rest of these
//in the init function
RATIO: null,
currentWidth: null,
currentHeight: null,
canvas: null,
ctx: null,
init: function() {
//the proportion of width to height
POP.RATIO = POP.WIDTH / POP.HEIGHT;
//these will change when the screen is resized
POP.currentWidth = POP.WIDTH;
POP.currentHeight = POP.HEIGHT;
//this is our canvas element
POP.canvas = document.getElementsByTagName('canvas')[0];
//setting this is important
//otherwise the browser will
//default to 320x200
POP.canvas.width = POP.WIDTH;
POP.canvas.width = POP.HEIGHT;
//the canvas context enables us to
//interact with the canvas api
POP.ctx = POP.canvas.getContext('2d');
//we need to sniff out Android and iOS
// so that we can hide the address bar in
// our resize function
POP.ua = navigator.userAgent.toLowerCase();
POP.android = POP.ua.indexOf('android') > -1 ? true : false;
POP.ios = (POP.ua.indexOf('iphone') > -1 || POP.ua.indexOf('ipad') > -1) ? true : false;
//we're ready to resize
POP.resize();
POP.Draw.clear();
POP.Draw.rect(120, 120, 150, 150, 'green');
POP.Draw.circle(100, 100, 50, 'rgba(225,0,0,0.5)');
POP.Draw.text('Hello WOrld', 100, 100, 10, "#000");
},
resize: function() {
POP.currentHeight = window.innerHeight;
//resize the width in proportion to the new height
POP.currentWidth = POP.currentHeight * POP.RATIO;
//this will create some extra space on the page
//allowing us to scroll past the address bar thus hiding it
if (POP.android || POP.ios) {
document.body.style.height = (window.innerHeight + 50) + 'px';
}
//set the new canvas style width and height note:
//our canvas is still 320 x 400 but we're essentially scaling it with css
POP.canvas.style.width = POP.currentWidth + 'px';
POP.canvas.style.height = POP.currentHeight + 'px';
//we use a timeout here because some mobile browsers
//don't fire if there is not a short delay
window.selfTimeout(function() {
window.scrollTo(0, 1);
})
//this will create some extra space on the page
//enabling us to scroll past the address bar
//thus hiding it
if (POP.android || POP.ios) {
document.body.style.height = (window.innerHeight + 50) + 'px';
}
}
};
window.addEventListener('load', POP.init, false);
window.addEventListener('resize', POP.resize, false);
//abstracts various canvas operations into standalone functions
POP.Draw = {
clear: function() {
POP.ctx.clearRect(0, 0, POP.WIDTH, POP.HEIGHT);
},
rect: function(x, y, w, h, col) {
POP.ctx.fillStyle = col;
POP.ctx.fillRect(x, y, w, h);
},
circle: function(x, y, r, col) {
POP.ctx.fillStyle = col;
POP.ctx.beginPath();
POP.ctx.arc(x + 5, y + 5, r, 0, Math.PI * 2, true);
POP.ctx.closePath();
POP.ctx.fill();
},
text: function(string, x, y, size, col) {
POP.ctx.font = 'bold' + size + 'px Monospace';
POP.ctx.fillStyle = col;
POP.ctx.fillText(string, x, y);
}
};
SOLVED
I didn't realize but the completed code is on the webpage. I downloaded it and looked at the example for answers.
I solved the issue by placing the POP.Draw.clear, POP.Draw.rect methods before calling the POP.resize() method. I'm not really sure why the order matters, but it does.

JavaScript - how to draw on the canvas and get an image to follow the mouse

I've gotten a lot of help from this site, but I seem to be having a problem putting all of it together. Specifically, in JS, I know how to
a) draw an image onto canvas
b) make a rectangle follow the cursor (Drawing on a canvas) and (http://billmill.org/static/canvastutorial/ball.html)
c) draw a rectangle to use as a background
What I can't figure out is how to use a rectangle as the background, and then draw an image (png) on the canvas and get it to follow the cursor.
What I have so far looks like this:
var canvas = document.getElementByID('canvas');
var ctx = canvas.getContext('2d');
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var bgColor = '#FFFFFF';
var cirColor = '#000000';
clear = function() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
drawIMG = function(x,y,r) {
ctx.fillStyle = cirColor;
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
draw = function() {
ctx.fillStyle = bgColor;
clear();
ctx.fillRect(0, 0, WIDTH, HEIGHT);
drawIMG(150, 150, 30);
drawIMG(300, 500, 12);
};
draw();
This will draw in the HTML5 canvas element, the height and width of which are specified in the HTML and so are variable, with a white rectangle the size of the canvas beneath two black circles at (150,150) and (300,500). It does that perfectly well.
However, I don't know how to also make JS draw a .png on top of that that follows the cursor. Like I said, I've been able to do most of the steps individually, but I have no idea how to combine them. I know, for instance, that I have to do
img = new Image();
and then
img.src = 'myPic.png';
at some point. They need to be combined with position modifiers like
var xPos = pos.clientX;
var yPos = pos.clientY;
ctx.drawImage(img, xPos, yPos);
But I have no idea how to do that while maintaining any of the other things I've written above (specifically the background).
Thanks for your patience if you read through all of that. I have been up for a while and I'm afraid my brain is so fried I wouldn't recognize the answer if it stripped naked and did the Macarena. I would appreciate any help you could possibly send my way, but I think a working example would be best. I am an initiate in the religion of programming and still learn best by shamelessly copying and then modifying.
Either way, you have my optimistic thanks in advance.
First off, I've made an animated purple fire follow the mouse. Click (edit doesn't exist anymore)here to check it out.
Before you continue, I recommend you check out these websites:
http://www.williammalone.com/articles/create-html5-canvas-javascript-sprite-animation/
William talks about the basic techniques of canvas animations
http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
Paul Irish talks about a recursive animation function that turns at 60 fps.
Using both of their tutorials is pretty a good start for animation.
Now from my understanding you want one 'background' and one animation that follows the cursor. The first thing you should keep in mind is once you draw on your canvas, whatever you draw on, gets replaced. So the first thing I notice that will cause performance issues is the fact you clear your whole canvas, and not what needs to be cleared.
What you need to do is memorize the position and size of your moving element. It doesn't matter what form it takes because your clearRect() should completely remove it.
Now you're probably asking, what if I draw on the rectangle in the background. Well that will cause a problem. You have two solutions. Either, (a) Clear the background and clear your moving animation and draw them back again in the same order or (b) since you know your background will never move, create a second canvas with position = absolute , z-index = -1 , and it's location the same as the first canvas.
This way you never have to worry about the background and can focus on the animation currently going on.
Now getting back to coding part, the first thing you'll want to do is copy Paul Irish's recursive function:
(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
Question then is, how to use it? If you go here you can check out how it was done:
function fireLoop()
{
window.requestAnimationFrame(fireLoop);
fire.update();
fire.render();
console.log('you spin me right round baby right round');
follow();
}
This is the loop I use. Every second Paul Irish's function will call the main loop. In this loop. I update the information choose the right animation that needs to be drawn and then I draw on the canvas (after having removed the previous element).
The follow function is the one that chooses the next coordinates for the animation. You'll have to change this part since, you don't want to move the canvas but move the animation. You can use the same code, but you need to apply location to where you want to draw on the canvas.
function follow()
{
$(fireCanvas).offset({
top: getTop(),
left: getLeft()
});
}
function getTop()
{
var off = $(fireCanvas).offset();
if(off.top != currentMousePos.y - $(fireCanvas).height() + 10)
{
if(off.top > currentMousePos.y - $(fireCanvas).height() + 10)
{
return off.top - 1;
}
else
{
return off.top + 1;
}
}
}
function getLeft()
{
var off = $(fireCanvas).offset();
if(off.left != currentMousePos.x - $(fireCanvas).width()/2)
{
if(off.left > currentMousePos.x - $(fireCanvas).width()/2)
{
return off.left - 1;
}
else
{
return off.left + 1;
}
}
}
var currentMousePos = { x: -1, y: -1 };
$(document).mousemove(function(event) {
currentMousePos.x = event.pageX;
currentMousePos.y = event.pageY;
});
If you want me to go into depth about anything specific let me know.

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