change up movement depending on rotation - javascript

This question is related to How to rotate a canvas box using keyboard?
If you read the question, you know that I'm trying to make a box rotate with the keyboard.
The box can as well move left, up, right and down. And my most current version can also turn. But the problem is:
When the box turns, it doesn't change the way it moves.
In other words: let's say that you press W, it moves forwards, while you press W you press "E". Now the square moves clockwise. You turn it 90 degrees clockwise, you now press W.
But what happens to the box? It doesn't move right! It moves up!
This is an undesired effect. When the box is rotated 90 degrees clockwise and you press W,it should move to the right.
ALSO:
When I press Q or E it does rotate, but only once. I would like it to rotate for as long as the key is pressed, and once you release the key, it should stop spinning.
I'm new to canvas, so I don't have not even the slightest idea of how to do this.
My code is here: http://cssdeck.com/labs/collab/stexplorer
And here:
$(function() {
var n = 3;
var xD = 0;
var yD = 0;
var btn = undefined;
var accumRotation = 0;
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
window.addEventListener('resize', resizeCanvas, false);
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
render();
}
var ss = {
"x": 0,
"y": 0,
"width": 100,
"height": 75
};
function rotate(additionalRotation) {
accumRotation += Math.PI / 180;
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
var cx = ss.x + ss.width / 2;
var cy = ss.y + ss.height / 2;
ctx.translate(cx, cy);
ctx.rotate(accumRotation);
ctx.beginPath();
ctx.rect(-ss.width / 2, -ss.height / 2, ss.width, ss.height);
ctx.lineWidth = 1;
ctx.strokeStyle = "white";
ctx.stroke();
ctx.rotate(-accumRotation);
ctx.translate(-cx, -cy);
}
function move() {
x = ss.x + (xD * n);
y = ss.y + (yD * n);
ss.x = x;
ss.y = y;
render();
}
$(document).keydown(function(e) {
if(btn !== undefined){
return;
}
// shoot (space):32
// left
xD = e.which == 37 ? -1 : xD;
xD = e.which == 65 ? -1 : xD;
// up
yD = e.which == 38 ? -1 : yD;
yD = e.which == 87 ? -1 : yD;
// right
xD = e.which == 39 ? 1 : xD;
xD = e.which == 68 ? 1 : xD;
// down
yD = e.which == 40 ? 1 : yD;
yD = e.which == 83 ? 1 : yD;
// clockwise e:69
if(e.which == 69) {
rotate(Math.PI / 2);
render();
}
// counter-clockwise q: 81
if(e.which == 81) {
rotate(-Math.PI / 2);
render();
}
// zoom-out f:70
// zoom-in r:82
btn = e.which;
e.preventDefault();
});
$(document).keyup(function(e) {
if(e.which === btn){
btn = undefined;
}
// shoot (space):32
// left
xD = e.which == 37 ? 0 : xD;
xD = e.which == 65 ? 0 : xD;
// up
yD = e.which == 38 ? 0 : yD;
yD = e.which == 87 ? 0 : yD;
// right
xD = e.which == 39 ? 0 : xD;
xD = e.which == 68 ? 0 : xD;
// down
yD = e.which == 40 ? 0 : yD;
yD = e.which == 83 ? 0 : yD;
// clockwise e:69
// counter-clockwise q: 81
// zoom-out f:70
// zoom-in r:82
e.preventDefault();
});
resizeCanvas();
render();
setInterval(move, .01);
});
body {
margin: 0;
overflow: hidden;
}
#canvas {
border: 1px solid #000000;
background-color: black;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas" width="300" height="200"></canvas>

The browser will not report 2+ different keys being pressed simultaneously (except for augmenting keys like Ctrl, Shift, etc).
So when you press and hold "W" to move rightward and then also press "E" to rotate clockwise, the browser will stop issuing W-keydown events and start issuing E-keydown events.
Press W: events are multiple W-keydowns.
Press E without releasing W: events are multiple E-keydowns (no more W-keydowns)
Release W: event is one W-keyup.
Release E: event is one E-keyup.
So if you want your rect to simultaneously move & rotate, you would set/clear a Wkey flag on W keydown/keyup events and you would set/clear an Ekey flag on E keydown/keyup events.
Set Wkey=true on W-keydown,
Set Wkey=false on W-keyup,
Set Ekey=true on E-keydown,
Set Ekey=false on E-keyup.
Then handle all your flags in one single timer loop. Just check each flag and do the appropriate actions. This flag method will let you simultaneously move and rotate.
if(Wkey){ move right }
if(Ekey){ rotate clockwise }
[ Added example code and Demo per request ]
// create canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
ctx.fillStyle='skyblue';
ctx.strokeStyle='lightgray'
ctx.lineWidth=3;
// set canvas to be a tab stop (necessary to give it focus)
canvas.setAttribute('tabindex','0');
// set focus to the canvas
canvas.focus();
var Wkey=false;
var Ekey=false;
var x=25;
var y=50;
var width=50;
var height=35;
var rotation=0;
// start the animation
requestAnimationFrame(draw);
// listen for keydown events on the document
// the canvas does not trigger key events
document.addEventListener("keydown",handleKeydown,false);
document.addEventListener("keyup",handleKeyup,false);
// handle key events
function handleKeydown(e){
// if the canvas isn't focused,
// let some other element handle this key event
// if(e.target.id!=='canvas'){return;}
// set flags true on keydown
switch(e.keyCode){
case 69: Ekey=true; break; // E
case 87: Wkey=true; break; // W
}
}
// handle key events
function handleKeyup(e){
// if the canvas isn't focused,
// let some other element handle this key event
// if(e.target.id!=='canvas'){return;}
// set flags false on keyup
switch(e.keyCode){
case 69: Ekey=false; break; // E
case 87: Wkey=false; break; // W
}
}
// clear the canvas and redraw the rect
// in its new x,y position at its new rotation
function draw(){
// move if W is down
if(Wkey){x++;}
// rotate if E is down
if(Ekey){rotation+=Math.PI/180;}
// draw the rect at x,y with rotation
ctx.clearRect(0,0,cw,ch);
ctx.translate(x,y);
ctx.rotate(rotation);
ctx.fillRect(-width/2,-height/2,width,height);
ctx.rotate(-rotation);
ctx.translate(-x,-y);
// request another loop
requestAnimationFrame(draw);
}
body{ background-color: ivory; padding:10px; }
#canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Press W to move rightward. Press E to rotate clockwise.</h4>
<canvas id="canvas" width=400 height=125></canvas>

Related

Block in canvas dissapeared for one frame

I'm trying to build Snake from scratch using Javascript. But when I use the arrow keys to get it from 1 part of the canvas to the other part of the canvas it dissapears for 1 frame, how to resolve this? You can try it on: https://annedegraaff.nl/snake/
<canvas id="snake" width="400" height="400">
</html>
<script>
var canvas;
var canvasContext;
var ball1X = 12.5;
var ball1Y = 12.5;
window.onload = function() {
canvas = document.getElementById('snake');
canvasContext = canvas.getContext('2d');
var framesPerSecond = 60;
setInterval(function() {
draw();
move();
}, 1000/framesPerSecond);
}
function move() {
window.onkeydown = function(e) {
var key = e.keyCode ? e.keyCode : e.which;
if (ball1X < 12.5) {
ball1X += 395;
}else if (ball1X > 385) {
ball1X -= 395;
}
if (key == 39) {
ball1X += 10;
}else if (key == 37) {
ball1X -= 10;
}else if (key == 40) {
ball1Y += 10;
}else if (key == 38) {
ball1Y -= 10;
}
}
}
function draw() {
canvasContext.fillStyle = 'green';
canvasContext.fillRect(0,0,canvas.width,canvas.height);
canvasContext.fillStyle = 'black';
canvasContext.fillRect(ball1X,ball1Y,10,10);
}
</script>
Logic error in keyEvent handler
Though not directly evident where the problem is in the given code I am assuming it is the test for edges in the keydown handler. There are also other ting being done incorrectly that will present additional problems and difficulties as you develop the game.
Your bug
In your keyboard function you test if the ball is close to the edge and if so you move it to the other size. Looks like you move it too far and thus can not be seen.
The following is a quick fix. Move the test to after the ball has been moved and make sure the the move to the other side does not put it too far so that it is moved again on the next event.
window.onkeydown = function(e) {
var key = e.keyCode ? e.keyCode : e.which;
if (key == 39) {
ball1X += 10;
}else if (key == 37) {
ball1X -= 10;
}else if (key == 40) {
ball1Y += 10;
}else if (key == 38) {
ball1Y -= 10;
}
if (ball1X < 12.5) {
ball1X += 400;
}else if (ball1X > 400-12.5) {
ball1X -= 400;
}
}
Other problems.
Use requestAnimationFrame for animations not setInterval
Key event listeners should only record the keyboard state as they have nothing to do with the game and dont know what to do with the keys pressed. The game code should use the keyboard state and its own current state to work out what to do with each key
Use addEventListener add events as directly setting event can be overwritten
Encapsulate your game inside a function so that all the variables and functions are isolated from the global names space and you can easily insert the game into any page.
Use objects to group properties and function together. Eg you had ballX, ballY and most like will add other properties each will have a ball prefix. By creating an object named ball and adding properties like x,y you can get access to the balls x, y with via a reference ball.x, ball.y or var b = ball; b.x += 1;`. Once an object has been defined you can make many copies easily.
Change the key handler to hold the key state of only the keys you are interested in. You only want to know if the key is down so listen to key up and down setting a flag to true when a key is down.
And other stuff
Rewrite
A quick rewrite showing a better way to implement what you had. It is a recommendation only. It is a little longer than you had it and is not the only way, but if you write like this it will be easier as the game develops.
See comments for the reasons and what does what.
// create onload event handler as a function and encapsulate all variables and functions to key global name space clean
function start(){
// create canvas and context
const canvas = document.getElementById("snakeCanvas");
const ctx = canvas.getContext("2d"); // formaly canvasContext;
// get the size as we use that a lot
const width = canvas.width;
const height = canvas.height;
requestAnimationFrame(mainLoop); // will call mainloop after this function (start) has run
// create an object to hold all related properties and
// functions for the ball
const ball = { // position ball in center
x : width / 2 | 0, // the or zero ( | 0) rounds down to nearest integer
y : height / 2 | 0,
size : 10,
speed : 10,
draw() { // function to draw the ball
ctx.fillStyle = 'black';
ctx.fillRect(this.x - this.size / 2,this.y - this.size / 2, this.size, this.size);
},
update() { // moves the ball
if (keys.up === true) { this.y -= this.speed }
if (keys.down === true) { this.y += this.speed }
if (keys.left === true) { this.x -= this.speed }
if (keys.right === true) { this.x += this.speed }
// get half size
const hSize = this.size / 2;
// check for edges and move to other side of canvas
if(this.x + hSize < 0) { this.x += width }
if(this.x - hSize > width) { this.x -= width }
if(this.y + hSize < 0) { this.y += height }
if(this.y - hSize > height) { this.y -= height }
},
}
// the background function clears and displays the background
function background(){
ctx.fillStyle = 'green';
ctx.fillRect(0,0,width,height);
}
// Object to hold the current keyboard state
const keys = {
up : false,
down : false,
left : false,
right : false,
map : new Map([ // use a Map to find keys
[39,"right"], // key code and string name of keys.name
[37,"left"],
[40,"down"],
[38,"up"],
])
}
// the key event listener
function keyEvents(event){
// get key code as a string
const keyCode = event.keyCode ? event.keyCode : event.which;
// get if avalible the key name from the map
const key = keys.map.get(keyCode);
// if a key is mapped set its state
if(key){
keys[key] = event.type === "keydown";
event.preventDefault(); // pervent default action
}
}
// listent to the keyboard events and set the keyboard state
["keydown","keyup"].forEach(eventName => addEventListener(eventName, keyEvents));
// for the stackoverflow snippet we need to get focus to
// hear any of the key events
focus();
function mainLoop(time){ // time is automatic and in ms (1/1000th second)
background(); // call the background function that clears and displays the background
// update and draw the ball object
ball.update();
ball.draw();
requestAnimationFrame(mainLoop); // request next frame in 1/60th second
}
}
// when loaded start the game
addEventListener("load", start);
<canvas id="snakeCanvas" width="400" height="400">

How to add a rectangle here? [duplicate]

As the title suggests, I am having trouble with object collision...
I am currently working on a 2d Html5 canvas game using JavaScript. I know how to keep the "player" object from going outside the width/height of the game canvas, and i know how to do something when the player collides with an object (such as a power up or enemy or whatever) but i just don't know how to make a "solid" object meaning when the player hits the solid object, the player just stops, and cannot go through the solid object.
This is what I have now (not all the code just what I feel is relevant, sorry if it's too much/too little.:
var canvasPlayer = document.getElementById('canvasPlayer');
var ctxPlayer = canvasPlayer.getContext('2d');
var canvasWalls = document.getElementById('canvasWalls');
var ctxWalls = canvasWalls.getContext('2d');
function checkKeyDown(e) {
var keyID = (e.keyCode) || e.which;
if (keyID === 38 || keyID === 87) { // up arrow OR W key
if (!player1.isDownKey && !player1.isLeftKey && !player1.isRightKey) {
player1.isUpKey = true;
e.preventDefault();
} }
if (keyID === 39 || keyID === 68) { //right arrow OR D key
if (!player1.isDownKey && !player1.isLeftKey && !player1.isUpKey) {
player1.isRightKey = true;
e.preventDefault();
} }
if (keyID === 40 || keyID === 83) {//down arrow OR S key
if (!player1.isUpKey && !player1.isLeftKey && !player1.isRightKey) {
player1.isDownKey = true;
e.preventDefault();
} }
if (keyID === 37 || keyID === 65) {//left arrow OR A key
if (!player1.isDownKey && !player1.isUpKey && !player1.isRightKey) {
player1.isLeftKey = true;
e.preventDefault();
}
}
}
Walls.prototype.draw = function (){
ctxWalls.drawImage(imgSprite,this.srcX,this.srcY,this.width,this.height,this.drawX,this.drawY,this.width,this.height);
this.checkHitPlayer();
};
Walls.prototype.checkHitPlayer = function() {
if (this.drawX > player1.drawX &&
this.drawX <= player1.drawX + player1.width &&
this.drawY >= player1.drawY &&
this.drawY < player1.drawY + player1.height) {
player1.isUpKey = false;
player1.isDownKey = false;
player1.isRightKey = false;
player1.isLeftKey = false;
}
};
This works... except when trying to go up or left, the player only moves maybe 2-3 pixels, so it takes 3 left or up arrows to go left or up. As well the player can move straight through the wall which is not what i want. Any help is much appreciated sorry if i included too much or not enough code. Oh, i also forgot to mention the game is a puzzle game, and I have it set-up so a player can only move one direction at a time until hitting a wall.
If you just want your player to stop when the reach a wall, you can apply some math:
For example: assume your player is a 10px by 10px rectangle and the right wall's X position is 200.
The X position of the right side of the rectangle is calculated like this:
var playerRightSide = player.x + player.width;
You can test if the player has reached the wall like this:
if( playerRightSide >= 200 )
If the user tries to push their player beyond the wall, you would hold the player to the left of the wall using the players X position.
if( playerRightSide >= 200 ) { player.x = 190; }
The 190 is the wall's X position (200) minus the player's width (10).
Read further if you're interested in doing more advanced collision testing.
Many basic game collisions can be classified into 3 types:
Circle versus Circle collision
Rectangle versus Rectangle collision
Rectangle versus Circle collision
Here’s an illustration of how to detect each of these common collisions.
Assume you define a circle like this:
var circle1={
x:30,
y:30,
r:10
};
Assume you define a rectangle like this:
var rect1={
x:20,
y:100,
w:20,
h:20
};
You can detect Circle vs Circle collisions like this...
...Using this Circle vs Circle collision-test code:
// return true if the 2 circles are colliding
// c1 and c2 are circles as defined above
function CirclesColliding(c1,c2){
var dx=c2.x-c1.x;
var dy=c2.y-c1.y;
var rSum=c1.r+c2.r;
return(dx*dx+dy*dy<=rSum*rSum);
}
You can detect Rectangle vs Rectangle collisions like this...
...Using this Rectangle vs Rectangle collision-test code:
// return true if the 2 rectangles are colliding
// r1 and r2 are rectangles as defined above
function RectsColliding(r1,r2){
return !(r1.x>r2.x+r2.w || r1.x+r1.w<r2.x || r1.y>r2.y+r2.h || r1.y+r1.h<r2.y);
}
You can detect Rectangle vs Circle collisions like this...
...Using this Rectangle vs Circle collision-test code:
// return true if the rectangle and circle are colliding
// rect and circle are a rectangle and a circle as defined above
function RectCircleColliding(rect,circle){
var dx=Math.abs(circle.x-(rect.x+rect.w/2));
var dy=Math.abs(circle.y-(rect.y+rect.y/2));
if( dx > circle.r+rect.w2 ){ return(false); }
if( dy > circle.r+rect.h2 ){ return(false); }
if( dx <= rect.w ){ return(true); }
if( dy <= rect.h ){ return(true); }
var dx=dx-rect.w;
var dy=dy-rect.h
return(dx*dx+dy*dy<=circle.r*circle.r);
}
For example, you can use these collision tests to respond to a player touching a power-up cube:
// create a circular player object
// that's located at [30,30] and has a radius of 10px
var player={x:30,y:30,r:10};
// create a rectangular power-up at position [200,30]
var powerup={x:200, y:30, w:20, h:20};
// Let's say the user keys the player to coordinate [200,35]
// (touching the power-up)
player.x = 220;
player.y = 35;
// you can test if the circular player is touching the rectangular power-up
if( RectCircleColliding(powerup,player) ) {
// the player has collided with the power-up, give bonus power!
player.power += 100;
}
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/u6t48/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:20px; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
ctx.fillStyle="lightgray";
ctx.strokeStyle="skyblue";
// top collision circle vs circle
var circle1={x:30,y:30,r:10};
var circle2={x:70,y:40,r:10};
var circle3={x:100,y:30,r:10};
var direction1=1;
// middle collision rect vs rect
var rect1={x:20,y:100,w:20,h:20};
var rect2={x:50,y:110,w:20,h:20};
var rect3={x:90,y:100,w:20,h:20};
var direction2=1;
// bottom collision rect vs circle
var circle4={x:30,y:200,r:10};
var rect4={x:50,y:205,w:20,h:20};
var circle5={x:100,y:200,r:10};
var direction3=1;
function drawAll(){
ctx.clearRect(0,0,canvas.width,canvas.height);
drawCircle(circle1);
drawCircle(circle2);
drawCircle(circle3);
drawCircle(circle4);
drawCircle(circle5);
drawRect(rect1);
drawRect(rect2);
drawRect(rect3);
drawRect(rect4);
}
function drawCircle(c){
ctx.beginPath();
ctx.arc(c.x,c.y,c.r,0,Math.PI*2,false);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
function drawRect(r){
ctx.beginPath();
ctx.rect(r.x,r.y,r.w,r.h);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
// return true if the 2 circles are colliding
function CirclesColliding(c1,c2){
var dx=c2.x-c1.x;
var dy=c2.y-c1.y;
var rSum=c1.r+c2.r;
return(dx*dx+dy*dy<=rSum*rSum);
}
// return true if the 2 rectangles are colliding
function RectsColliding(r1,r2){
return !(r1.x>r2.x+r2.w || r1.x+r1.w<r2.x || r1.y>r2.y+r2.h || r1.y+r1.h<r2.y);
}
// return true if the rectangle and circle are colliding
function RectCircleColliding(rect,circle){
var dx=Math.abs(circle.x-(rect.x+rect.w/2));
var dy=Math.abs(circle.y-(rect.y+rect.h/2));
if( dx > circle.r+rect.w/2 ){ return(false); }
if( dy > circle.r+rect.h/2 ){ return(false); }
if( dx <= rect.w ){ return(true); }
if( dy <= rect.h ){ return(true); }
var dx=dx-rect.w;
var dy=dy-rect.h
return(dx*dx+dy*dy<=circle.r*circle.r);
}
var fps = 15;
function animate() {
setTimeout(function() {
requestAnimFrame(animate);
// circle vs circle
circle2.x = circle2.x+direction1;
if( CirclesColliding(circle2,circle1) || CirclesColliding(circle2,circle3) ){
direction1=-direction1;
}
// rect vs rect
rect2.x = rect2.x+direction2;
if( RectsColliding(rect2,rect1) || RectsColliding(rect2,rect3) ){
direction2=-direction2;
}
// rect vs circle
rect4.x = rect4.x+direction3;
if( RectCircleColliding(rect4,circle4) || RectCircleColliding(rect4,circle5) ){
direction3=-direction3;
}
drawAll();
}, 1000 / fps);
}
animate();
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>

Canvas fix drawing points

I have create a drawing canvas. In javascript.
But when i move my mouse fast i haven't a full line but a line with points.
I have used an arc for this i dont know of there is a better option for painting a line
How can i fix this ??
already thanks
<script type="application/javascript" src="jquery.js"></script>
<script>
var canvas;
var ctx;
var StartDraw = false;
var dikte = 7;
$(document).ready(DoInit());
function DoInit()
{
canvas = document.getElementById("canvas");
ctx = canvas.getContext('2d');
$(".kleur").on('click',doKleur);
$("canvas").on('mouseup',DoUp);
$("canvas").on('mousedown',DoDown);
$("canvas").on('mousemove',DoMove)
$("#dikte").on('change',doDikte);
$(".clear").on('click',clear);
}
function doDikte(){
dikte = this.value;
}
function clear(){
ctx.clearRect(0,0,canvas.width,canvas.height);
}
function doKleur(){
ctx.fillStyle = this.id;
}
function DoDown()
{
StartDraw = true;
}
function DoUp()
{
StartDraw = false;
}
function DoDot(x,y)
{
ctx.beginPath();
ctx.arc(x, y, dikte, 0, Math.PI * 2, false);
ctx.closePath();
ctx.fill();
}
function DoMove(event)
{
if(StartDraw)
{
DoDot(event.offsetX, event.offsetY)
}
}
</script>
<style>
canvas
{
border: solid 5px red;
border-radius: 15px;
}
</style>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
</head>
<body>
<canvas id="canvas" width="1000" height="650"></canvas>
<input class="kleur" type="button" id="blue" value="blauw">
<input class="kleur" type="button" id="green" value="groen">
<input class="kleur" type="button" id="red" value="rood">
<input class="kleur" type="button" id="black" value="zwart">
<input class="kleur" type="button" id="orange" value="oranje">
<input type="button" class="clear" value="clear">
<input type="range" id="dikte" min="1" max="35" value="7">
</body>
</html>
You need to check when the mouse has just been clicked, is being held, when it released, or is just a quick click. You need to draw line segments when the mouse is being dragged, or just a point if its a quick click.
I prefer to bundle all my mouse events into one function and I create an abstract mouse object that I then use for whatever needs I have.
When I handle a mouse event, be that a move or click, whatever it is the last thing I do is save the button state. That means that next time the mouse event is called I know by checking the last and current mouse button state if the button was just clicked, is being held, or just up. You may say that the mousedown and mouseup events do that for you already, and yes they do and there is no reason for you not to use them. I just find it easier in the long run, as I can manipulate the mouse state.
So then when the mouse first goes down, record the coordinates, then when the mouse moves, draw a line from the last coordinate to the new one. When the mouse button goes up then do a quick check to see if it is just a point to draw and draw it if so, else do nothing.
Here is an example. The mouse code is at the bottom with mouse.buttonRaw being a bit field of the current mouse button state where first bit is left, second is middle, and third is right.
var mouse;
document.body.innerHTML = "Use mouse to draw on the this snippet.";
var demo = function(){
var canvas = (function(){
var canvas = document.getElementById("canv");
if(canvas !== null){
document.body.removeChild(canvas);
}
// creates a blank image with 2d context
canvas = document.createElement("canvas");
canvas.id = "canv";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = "absolute";
canvas.style.top = "0px";
canvas.style.left = "0px";
canvas.style.zIndex = 1000;
canvas.ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
return canvas;
})();
var ctx = canvas.ctx;
if(mouse !== undefined){ // if the mouse exists
mouse.removeMouse(); // remove previous events
}
var canvasMouseCallBack = undefined; // if needed
// my mouse handler has more functionality than needed but to lazy to clean it ATM
mouse = (function(){
var mouse = {
x : 0,
y : 0,
w : 0,
alt : false,
shift : false,
ctrl : false,
interfaceId : 0,
buttonLastRaw : 0,
buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
startMouse:undefined,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
function mouseMove(e) {
var t = e.type, m = mouse;
m.x = e.offsetX;
m.y = e.offsetY;
if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
} else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") { m.buttonRaw = 0; m.over = false;
} else if (t === "mouseover") { m.over = true;
} else if (t === "mousewheel") { m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") { m.w = -e.detail;}
// call mouse callback if set
if (canvasMouseCallBack) { canvasMouseCallBack(mouse); }
e.preventDefault();
}
// function to add events to element
function startMouse(element){
if(element === undefined){
element = document;
}
mouse.element = element;
mouse.mouseEvents.forEach(
function(n){
element.addEventListener(n, mouseMove);
}
);
element.addEventListener("contextmenu", function (e) {e.preventDefault();}, false);
}
// function to remove events
mouse.removeMouse = function(){
if(mouse.element !== undefined){
mouse.mouseEvents.forEach(
function(n){
mouse.element.removeEventListener(n, mouseMove);
}
);
canvasMouseCallBack = undefined;
}
}
mouse.mouseStart = startMouse;
return mouse;
})();
// if there is a canvas add the mouse event else add to document
if(typeof canvas !== "undefined"){
mouse.mouseStart(canvas);
}else{
mouse.mouseStart();
}
// for the previouse mouse state
var lastMouseButton = 0;
var x,y,xx,yy; //for saving line segments drawn
// set up drawing
ctx.fillStyle = "red";
ctx.strokeStyle = "red";
ctx.lineWidth = 10;
ctx.lineJoin = "round";
ctx.lineCap = "round";
// set the mouse callback function. It is called for every mouse event
canvasMouseCallBack = function(mouse){
// is the first (left) button down and the last button state up?
if((mouse.buttonRaw & 1) === 1 && (lastMouseButton & 1) === 0){
x = mouse.x; // save the mouse coordinates
y = mouse.y;
}else
// is both the mouse button down and the last one down
if((mouse.buttonRaw & 1) === 1 && (lastMouseButton & 1) === 1){
xx = x; // yes move the last coordinate to the
yy = y; // start of the line segment
x = mouse.x; // get the mouse coords for the end of the line seg
y = mouse.y;
ctx.beginPath(); // draw the line segment
ctx.moveTo(x,y);
ctx.lineTo(xx,yy);
ctx.stroke();
}else
// has the mouse just been released
if( (mouse.buttonRaw & 1) === 0 && (lastMouseButton & 1) === 1){
if(xx === undefined){ // if xx is undefined then no line segment
// has been drawn so need to ad just a point
ctx.beginPath(); // draw a point at the last mouse point
ctx.arc(x,y,5,0,Math.PI*2);
ctx.fill();
}
xx = undefined; // clear the line segment start
}
// save the last mouse start
lastMouseButton = mouse.buttonRaw;
}
}
// resize demo to fit window if needed
window.addEventListener("resize",demo);
// start the demo
demo();
You may also be interested in this answer that deals with drawing as well but demonstrates how to smooth a line being draw as the mouse input can be very dirty.
Smooth a line

How to update line while pressing "Shift" key?

I am trying to draw straight line with pressing key "Shift".After pressing "Shift" i want to set cursor on line at 45/90 degree angle. While drawing a line on Mouse_Move event.
Diagrammatically i want like this.
For that i have written code as below:
if (isShiftKeyPressed) {
endX = evt.X;
endY = evt.Y;
var deltaX = endX -startX;
var deltaY = endY - startY;
var angleInRadian = Math.atan2(deltaY, deltaX);
var angleInDegree = angleInRadian * 180 / Math.PI;//error in this line
if (deltaX > 0 && deltaY > 0) {
if (angleInDegree > 45 && angleInDegree < 90) {
UpdateLastPosition(endX,startY);
}
if (angleInDegree < 45 && angleInDegree > 0) {
UpdateLastPosition(startX,endY);
}
}
I think you're asking how to tell if the shift key is down.
evt.shiftKey will be true if the shift key was down when the event was generated, false if it wasn't.
So your
![if (isShiftKeyPressed) {
would be
if (evt.shiftKey) {
// The shift key was down when the event was generated
}
else {
// It wasn't
}
(I assume the ! before if was a typo.)
Example (source)

Getting a gun to fire

I'm trying to make a top down shooter game to learn about coding in HTML/JS/CSS.
I've got a canvas, my player moves and rotates on the canvas, but I'm having some trouble getting his gun working. I've got this with the aid of tutorials and searching through other stackoverflow posts, but this one I can't seem to fix alone.
I have defined a variable 'gunfire' which is set to 1 if the left mouse button is pressed and is otherwise 0, in my function draw() I have an if statement that should draw a rectangle in front of my sprite (to represent bullets) when the left mouse button is pressed.
The problem I have is that the bullets appear at all times, independent of whether the mouse button is pressed. If anyone can point out what it is that I'm doing wrong then I would be very grateful, here's the code (the canvass is created in separate HTML/CSS files):
var turn = 0;
var frameRate = 24;
var main_x = 0,
main_y = 0,
move_x = 0,
move_y = 0;
var gunfire = 0;
var speed = 4;
function keyPress(e) {
if (e.keyCode == 68) { //d
move_x = speed;
}
if (e.keyCode == 65) { //a
move_x = -speed;
}
if (e.keyCode == 83) { //s
move_y = speed;
}
if (e.keyCode == 87) { //w
move_y = -speed;
}
if (e.keyCode == 1) { //left mouse
gunfire = 1;
}
}
function keyRelease(e) {
if (e.keyCode == 68) { //d
move_x = 0;
}
if (e.keyCode == 65) { //a
move_x = 0;
}
if (e.keyCode == 83) { //s
move_y = 0;
}
if (e.keyCode == 87) { //w
move_y = 0;
}
if (e.keyCode == 1) { //left mouse
gunfire = 0;
}
}
function move() {
main_x += move_x;
main_y += move_y;
if (main_x < -220) {
main_x = -220
}
if (main_y < -220) {
main_y = -220
}
if (main_x > 220) {
main_x = 220
}
if (main_y > 220) {
main_y = 220
}
}
function mouseMove(e) {
var mouseX, mouseY;
if (e.offsetX) {
mouseX = e.offsetX;
mouseY = e.offsetY;
} else if (e.layerX) {
mouseX = e.layerX;
mouseY = e.layerY;
}
mouseX = mouseX - (top_canvas.width / 2) - main_x;
mouseY = mouseY - (top_canvas.height / 2) - main_y;
window.radians = Math.atan2(mouseY, mouseX);
//document.getElementById("info").innerHTML = radians
}
var background = new Image();
background.src = "assets/background3.jpg";
var player1 = new Image();
player1.src = "assets/player1.png";
function draw() { //draws all content on the canvas
ctx_1.save();
ctx_1.clearRect(0, 0, top_canvas.width, top_canvas.height);
ctx_1.drawImage(background, 0, 0);
ctx_1.translate(top_canvas.width / 2 + main_x, top_canvas.height / 2 + main_y);
ctx_1.rotate(turn);
ctx_1.drawImage(player1, -25, -25, 50, 70);
if (gunfire = 1) {
ctx_1.fillStyle = "#000";
ctx_1.fillRect(0, -10, 200, 20);
}
ctx_1.restore();
}
function gameLoop() {
// all functions to update go here
draw();
turn = window.radians
move();
}
function init() {
window.top_canvas = document.getElementById("top_canvas");
window.ctx_1 = top_canvas.getContext("2d");
setInterval(gameLoop, 1000 / frameRate);
//event fires every time the mouse moves
top_canvas.addEventListener("mousemove", mouseMove, false);
window.addEventListener("keydown", keyPress, false);
window.addEventListener("keyup", keyRelease, false);
}
window.addEventListener("load", init, false);
First of all, as Kippie points out, you're setting gunfire to 1 each time which results in a true statement. It must be changed to == or === (latter preferable) or simply drop the comparison as the non-zero value would be true:
if (gunfire) {
...
}
Second, you are checking for mouse clicks inside a key handler and assuming keyCode would indicate a mouse button click. keyCode 1 is not related to mouse clicks at all and no mouse clicks will end up here.
Third, you are not having any event handler for mouse clicks...
To solve these issues (in addition to the first) add an event handler for mouse clicks:
top_canvas.addEventListener("mousedown", mouseDown, false);
window.addEventListener("mouseup", mouseUp, false);
Then inside the handlers (only showing for mouse down):
function mouseDown(e) {
if (e.button === 0) { // check left mouse-button
gunfire = 1;
}
}
The reason for using window for mouse up is that in case your mouse pointer is outside the canvas element the up event won't register and the gun will continue to fire. Using the window object will allow you to register up event even in this situation.
if (gunfire = 1)
You're using the assignment operator, rather than doing a comparison.
Use === instead.

Categories

Resources