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.
Related
I am making a web game (not with webGL, but with html elements) and I need to move character with WASD keys.
I tried these things:
Used event listeners keydown and keyup.
Problem is that it is unresponsive and doesnt work really well when multiple keys are pressed simultaneously
Used setInterval(20ms) and event listeners.
On my stronger laptop everything works fine, but I feel like it is using insane amount of cpu power because my laptop starts sounding like a plane. On weaker laptop it wasn't working as well as first one, it was choppy and laggy
keyDict = {}
document.addEventListener('keydown', key => keyDict[key.code] = true);
document.addEventListener('keyup', key => keyDict[key.code] = false);
moveID = setInterval(move, 20)
function move()
{
if(!finished)
{
newDirs = [0,0]
//Left
if(keyDict.ArrowLeft == true)
{
newDirs[0] -= 1;
}
//Right
if(keyDict.ArrowRight == true)
{
newDirs[0] += 1;
}
//Up
if(keyDict.ArrowUp == true)
{
newDirs[1] -= 1;
}
//Down
if(keyDict.ArrowDown == true)
{
newDirs[1] += 1;
}
map.updateDir(newDirs);
}
}
Used requestAnimationFrame and event listeners.
On stronger laptop it looks like it utilizes 144 fps and its even more smoother, but sometimes it doesn't even respond to my controls. My laptop still sounds as it is working too hard
keyDict = {}
document.addEventListener('keydown', key => keyDict[key.code] = true);
document.addEventListener('keyup', key => keyDict[key.code] = false);
requestAnimationsFrame(move)
function move()
{
same code...
requestAnimationFrame(move)
}
I want to make it responsive and very smooth and I know there is way but don't know how. Example of this is mouse, your laptop doesn't get worked up from scrolling (and, for example, moving google maps with mouse is smooth and doesn't use cpu as much).
Don't use the 20ms interval.
Move the player inside the requestAnimationFrame depending on which key Event.code is pressed and holds a truthy value inside of your keyDict object:
const keyDict = {};
const Player = {
el: document.querySelector("#player"),
x: 200,
y: 100,
speed: 2,
move() {
this.el.style.transform = `translate(${this.x}px, ${this.y}px)`;
}
};
const updateKeyDict = (ev) => {
const k = ev.code;
if (/^Arrow\w+/.test(k)) { // If is arrow
ev.preventDefault();
keyDict[k] = ev.type === "keydown"; // set boolean true / false
}
};
const update = () => {
// Determine move distance to account diagonal move: 1/Math.sqrt(2) = ~0.707
let dist =
keyDict.ArrowUp && (keyDict.ArrowLeft || keyDict.ArrowRight) ||
keyDict.ArrowDown && (keyDict.ArrowLeft || keyDict.ArrowRight) ? 0.707 : 1;
dist *= Player.speed;
if (keyDict.ArrowLeft) Player.x -= dist;
if (keyDict.ArrowUp) Player.y -= dist;
if (keyDict.ArrowRight) Player.x += dist;
if (keyDict.ArrowDown) Player.y += dist;
Player.move();
}
document.addEventListener('keydown', updateKeyDict);
document.addEventListener('keyup', updateKeyDict);
(function engine() {
update();
window.requestAnimationFrame(engine);
}());
#player {
position: absolute;
left: 0;
top: 0;
width: 20px;
height: 20px;
background: #000;
border-radius: 50%;
}
Click here to focus, and use arrows
<div id="player"></div>
The above example uses Event.code for Arrows, which gives "ArrowLeft/Up/Right/Down" but you can change it accordingly to use "KeyW/A/S/D" instead.
"WASD" keys example
const keyDict = {};
const Player = {
el: document.querySelector("#player"),
x: 200,
y: 100,
speed: 2,
move() {
this.el.style.transform = `translate(${this.x}px, ${this.y}px)`;
}
};
const updateKeyDict = (ev) => {
const k = ev.code;
if (/^Key[WASD]/.test(k)) { // If is "KeyW,A,S,D" key
ev.preventDefault();
keyDict[k] = ev.type === "keydown"; // set boolean true / false
}
};
const update = () => {
// Determine move distance to account diagonal move: 1/Math.sqrt(2) = ~0.707
let dist =
keyDict.KeyW && (keyDict.KeyA || keyDict.KeyD) ||
keyDict.KeyS && (keyDict.KeyA || keyDict.KeyD) ? 0.707 : 1;
dist *= Player.speed;
if (keyDict.KeyA) Player.x -= dist;
if (keyDict.KeyW) Player.y -= dist;
if (keyDict.KeyD) Player.x += dist;
if (keyDict.KeyS) Player.y += dist;
Player.move();
}
document.addEventListener('keydown', updateKeyDict);
document.addEventListener('keyup', updateKeyDict);
(function engine() {
update();
window.requestAnimationFrame(engine);
}());
#player {
position: absolute;
left: 0;
top: 0;
width: 20px;
height: 20px;
background: #000;
border-radius: 50%;
}
Click here to focus, and use keys WASD
<div id="player"></div>
I'm working on a Snake game in JavaScript and I want the snake to move only vertically or horizontally but it keeps moving diagonally. For example, if I press up, it moves up, but then if I press right, it'll move diagonally rather than only to the right.
const canvas = document.querySelector('canvas')
const ctx = canvas.getContext('2d')
const length_width = 15;
let snakeCoord = [
{x:300,y:150},
{x:315,y:150},
{x:330,y:150},
{x:345,y:150},
{x:360,y:150},
{x:375,y:150}
];
function drawSnakePart(snakePart) {
ctx.beginPath();
ctx.fillRect(snakePart.x, snakePart.y, length_width, length_width);
ctx.strokeRect(snakePart.x, snakePart.y, length_width, length_width);
ctx.closePath();
}
function drawSnake() {
snakeCoord.forEach(drawSnakePart);
}
function moveSnake(dx, dy) {
const head = {
x: snakeCoord[0].x + dx,
y: snakeCoord[0].y + dy
};
snakeCoord.unshift(head);
snakeCoord.pop();
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawSnake();
setTimeout(function() {
moveSnake(dx, dy)
}, 100);
}
function keyPress(e) {
let key = e.key;
if (key == "ArrowUp") {
if (snakeCoord[0].y - length_width !== snakeCoord[1].y) {
moveSnake(0, -length_width);
}
} else if (key == "ArrowDown") {
if (snakeCoord[0].y + length_width !== snakeCoord[1].y) {
moveSnake(0, length_width);
}
} else if (key == "ArrowLeft") {
if (snakeCoord[0].x - length_width !== snakeCoord[1].x) {
moveSnake(-length_width, 0);
}
} else if (key == "ArrowRight") {
if (snakeCoord[0].x + length_width !== snakeCoord[1].x) {
moveSnake(length_width, 0);
}
}
}
drawSnake();
document.addEventListener("keyup", keyPress);
<canvas width="500" height="500"></canvas>
On every keypress and then recursively you are setting new timeout setTimeout(function(){ moveSnake(dx,dy) }, 100);. You end up with growing number of controdicting moveSnake calls.
You should save timeout to a variable and clear it with clearTimeout() on keypress before calling moveSnake().
Rather than have the keyboard handler call a move method that starts its own timer loop, you should have a single update routine that updates everything for one frame of animation. You should also drive rendering as fast as possible using requestAnimationFrame and have each render request the next animation frame. (See example at the link provided.) If you want slower animation then you can ratchet a step-by-step update of the scene with a separate timer. (Trust me, some day you'll want high frame-rate animation, even in your step-by-step game.)
I was bored so I decided to implement some changes to your code.
const canvas = document.querySelector('canvas')
const ctx = canvas.getContext('2d')
const length_width = 15;
let snakeCoord = [
{x:300,y:150},
{x:315,y:150},
{x:330,y:150},
{x:345,y:150},
{x:360,y:150},
{x:375,y:150}
];
let snake = {
dir: {dx: -1, dy: 0},
nextDir: [], // buffered direction changes
speed: 5, // steps per second
ratchet: 0
};
function drawSnakePart(snakePart) {
ctx.beginPath();
ctx.fillRect(snakePart.x, snakePart.y, length_width, length_width);
ctx.strokeRect(snakePart.x, snakePart.y, length_width, length_width);
ctx.closePath();
}
function drawSnake() {
snakeCoord.forEach(drawSnakePart);
}
function moveSnake() {
if (snake.nextDir[0]) {
// only change directions if it doesn't result in doubling back on yourself
if (snakeCoord[0].x + snake.nextDir[0].dx * length_width !== snakeCoord[1].x
&& snakeCoord[0].y + snake.nextDir[0].dy * length_width !== snakeCoord[1].y) {
snake.dir = snake.nextDir[0];
}
snake.nextDir.shift(1);
}
const head = {
x: snakeCoord[0].x + snake.dir.dx * length_width,
y: snakeCoord[0].y + snake.dir.dy * length_width
};
snakeCoord.unshift(head);
snakeCoord.pop();
}
function keyPress(e) {
let key = e.key;
if (key == "ArrowUp") {
setDirection(0,-1);
} else if (key == "ArrowDown") {
setDirection(0, 1);
} else if (key == "ArrowLeft") {
setDirection(-1, 0);
} else if (key == "ArrowRight") {
setDirection(1, 0);
}
e.preventDefault();
}
drawSnake();
let lastTime = new Date();
window.requestAnimationFrame(render);
function setDirection(dx, dy) {
snake.nextDir.push({dx, dy}); // overwrite any pending direction changes.
}
function update() {
let now = Date.now();
let elapsed = (now - lastTime) / 1000;
snake.ratchet += elapsed * snake.speed;
while (snake.ratchet >= 1) {
moveSnake();
snake.ratchet -= 1;
}
lastTime = now;
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
update();
drawSnake();
window.requestAnimationFrame(render);
}
document.addEventListener("keydown", keyPress);
* {
overflow: hidden
}
<canvas width="500" height="500"></canvas>
Made this a high frame rate render loop. Employed a ratchet mechanism to move the snake discretely every so often at some rate (see snake.speed). Added a property of the snake which is its direction. (see snake.dir). Buffered keystrokes of requested direction changes (see snake.nextDir) Simplified the logic of preventing the snake from doubling back on itself. Eat up one direction change per move step.
You still need to do the snake self-collision. (Assuming this is what you're up to, with a traditional snake game.)
Anyway, I hope this helps you, or someone else.
I'm making a small game with one player and blocks that builds up the environment. The problem I'm having is knowing the difference between when the player hits the ground (the top of a block), and hitting a wall (the side of the block).
So far the player can walk on the ground just fine, but when he meets a wall, he immediately jumps to the top of that block.
This is my collision detector:
function collisionDetector(){
if(myPlayer.y + myPlayer.h > c.height){ //Bottom of the canvas
myPlayer.vy = 0;
myPlayer.ay = 0;
myPlayer.y = c.height - myPlayer.h;
myPlayer.onGround = true;
console.log(myPlayer.y + myPlayer.h, c.height);
}
if(myPlayer.x + myPlayer.w >= c.width){ //right side of canvas
myPlayer.x = c.width - myPlayer.w;
myPlayer.vx = 0;
}
if(myPlayer.x <= 0){ //Left side of canvas
myPlayer.x = 0;
myPlayer.vx = 0;
}
function hitTest(a,b){ //hitTest between two objects
if(a.y + a.h > b.y && a.y < b.y + b.h && a.x + a.w > b.x && a.x < b.x + b.w){
return true;
}
}
for(var i = 0; i < blocks.length; i++){ //Loop through blocks
if(hitTest(myPlayer, blocks[i])){ //If it touches a block
myPlayer.y = blocks[i].y - myPlayer.h;
myPlayer.onGround = true; //onGround = ready to jump
}
}
}
I realized that I'm setting the players y pos to be on top of what ever block it hits, but I cannot figure out a solution to this problem. Can anyone help me or at least lead me in the right direction? Thanks!
(Let me know if you need more of the code)
PS: the player is just a head. No body hiding behind the blocks.
So basically, what you need to do is to check collision between many points in the player.
In the snippet you can show many points represented in the player.
Bottom almost-left and almost-right (in blue), check against below blocks. They are not fully left or right, in order to prevent a race condition which will allow the player to climb walls. In that case, if the player is pushing against a wall and jumping, the collider will detect both side collision and bottom collision as true, then the player will quickly move to the top until there are no more blocks.
Left and right points (in black), check against edges of the blocks. This is just a point instead of two like the bottom edge, because we don't need more for this particular case. One more for each side could be easily added to get a better detection.
Top point (in red) checks against the top blocks. This is in the middle in order to allow the player a more easy way to tranverse the map. If this is not needed, you would need to add one more point like in the bottom edge (but never reaching the far edge, because that will generate a race condition).
So in summary, to have a good collision detection based on points (instead of raycasts), you need to detect the player like if it where a rounded shape, in order to prevent strange behaviours.
You can player around with the map layout by altering the layout variable. 0's are empty space, 1's are brown blocks and 2's are green blocks.
The collisionDetector fuction has comments to understand what's going on.
Also I have added a jump feature since I understand you would need that as well.
const c = document.getElementById('canvas');
c.width = window.innerWidth;
c.height = window.innerHeight;
const ctx = c.getContext('2d');
// map layout
const layout =
`000000001
001000001
000000101
100110111
222222222`;
// convert layout to blocks
const blocks = [...layout].reduce((a, c, i) => {
if (i === 0 || c === "\n") a.push([]);
if (c === "\n") return a;
const y = a.length - 1;
const row = a[y];
const x = row.length;
row.push({x: x * 32, y: y * 32, t:c, w:32, h:32});
return a;
}, []).reduce((a, c) => a.concat(c), []);
// player starting position
const myPlayer = {x: 32*1.5, y: 0, h: 32, w: 16, onGround: true};
const gravity = -1;
let pkl = 0, pkr = 0;
let pvely = 0;
function render() {
// player logic
const pvelx = pkr + pkl;
const speed = 2;
myPlayer.x += pvelx * speed;
myPlayer.y -= pvely;
if (pvely > -2) pvely += gravity;
const debugColliders = collisionDetector();
ctx.clearRect(0, 0, c.width, c.height);
// player render
ctx.fillStyle = '#FFD9B3';
ctx.fillRect(myPlayer.x, myPlayer.y, myPlayer.w, myPlayer.h);
renderLayout();
debugColliders();
window.requestAnimationFrame(render);
}
function renderLayout() {
const colors = {'1': '#A3825F', '2': '#7FAC72'}
blocks.forEach(b => {
if (+b.t > 0) {
ctx.fillStyle = colors[b.t];
ctx.fillRect(b.x, b.y, b.w, b.h);
}
});
}
window.addEventListener('keydown', e => {
if (e.key == 'ArrowRight') {
pkr = 1;
e.preventDefault();
} else if (e.key == 'ArrowLeft') {
pkl = -1;
e.preventDefault();
} else if (e.key == 'ArrowUp') {
if (myPlayer.onGround)
pvely = 8;
myPlayer.onGround = false;
e.preventDefault();
}
});
window.addEventListener('keyup', e => {
if (e.key == 'ArrowRight') {
pkr = 0;
} else if (e.key == 'ArrowLeft') {
pkl = 0;
}
});
function collisionDetector(){
const p = myPlayer;
const playerTop = p.y;
const playerLeft = p.x;
const playerRight = playerLeft + p.w;
const playerBottom = playerTop + p.h;
const playerHalfLeft = playerLeft + p.w * .25;
const playerHalfRight = playerLeft + p.w * .75;
const playerHMiddle = playerLeft + p.w * .5;
const playerVMiddle = playerTop + p.h * .5;
if(playerBottom > c.height){ //Bottom of the canvas
p.vy = 0;
p.ay = 0;
p.y = c.height - p.h;
p.onGround = true;
}
if(playerRight >= c.width){ //right side of canvas
p.x = c.width - p.w;
p.vx = 0;
}
if(playerLeft <= 0){ //Left side of canvas
p.x = 0;
p.vx = 0;
}
blocks.forEach(b => { //Loop through blocks
if (b.t === "0") return; // If not collidable, do nothing
const blockTop = b.y;
const blockLeft = b.x;
const blockRight = blockLeft + b.w;
const blockBottom = b.y + b.h;
// Player bottom against block top
if ((playerBottom > blockTop && playerBottom < blockBottom) && // If player bottom is going through block top but is above block bottom.
((playerHalfLeft > blockLeft && playerHalfLeft < blockRight) || // If player left is inside block horizontal bounds
(playerHalfRight > blockLeft && playerHalfRight < blockRight))) { // Or if player right is inside block horizontal bounds
p.y = blockTop - p.h;
p.onGround = true;
}
// Player top against block bottom
if ((playerTop < blockBottom && playerTop > blockTop) && // If player top is going through block bottom but is below block top.
((playerHMiddle > blockLeft && playerHMiddle < blockRight))) { // If player hmiddle is inside block horizontal bounds
p.y = blockBottom;
p.onGround = false;
}
// Player right against block left, or player left against block right
if (playerVMiddle > blockTop && playerVMiddle < blockBottom) { // If player vertical-middle is inside block vertical bounds
if ((playerRight > blockLeft && playerRight < blockRight)) { // If player vmiddle-right goes through block-left
p.x = blockLeft - p.w;
} else if ((playerLeft < blockRight && playerRight > blockLeft)) { // If player vmiddle-left goes through block-right
p.x = blockRight;
}
}
});
return function debug() {
ctx.fillStyle = 'black';
ctx.fillRect(playerLeft, playerVMiddle, 1, 1);
ctx.fillRect(playerRight, playerVMiddle, 1, 1);
ctx.fillStyle = 'red';
ctx.fillRect(playerHMiddle, playerTop, 1, 1);
ctx.fillStyle = 'blue';
ctx.fillRect(playerHalfLeft, playerBottom, 1, 1);
ctx.fillRect(playerHalfRight, playerBottom, 1, 1);
}
}
window.requestAnimationFrame(render);
html, body{ width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; }
canvas { background: #7AC9F9; display: block; }
<canvas id="canvas"></canvas>
Introduce a block[i].type attribute. For instance if block[i].type=='floor' then make player stay on floor. If for another instance block[i].type=='wall' then make it stop moving through the wall. When block[i].type=='brick' or square or block or whatever, them it's a mixture of two.
Another part to be edited is when you check the collisions. What if you have only one-direction collision? What I am saying is maybe use or instead of and in this part if(a.y + a.h > b.y && a.y < b.y + b.h && a.x + a.w > b.x && a.x < b.x + b.w){
Also you could check each collision separately, like
function hitTest(a,b){ //hitTest between two objects
var collisions = {up: false, down: false, left: false, right: false};
collisions.up = (a.y + a.h > b.y ) || collisions.up
collisions.down = (a.y < b.y + b.h ) ||collisions.down
collisions.right = ( a.x + a.w > b.x) || collisions.right
collisions.left = (a.x < b.x + b.w) || collisions.left
return collisions
}
var escapeFrom = {
down: function(player, block){
player.y = block.y + block.h;
player.onGround = true; //onGround = ready to jump
},
up: function(player, block){
// you logic to escape from hitting the ceiling
},
// and for the next 2
left: function(player, block) {},
right: function(player, block){}
}
// Now here you check whether your player hits blocks
for(var i = 0; i < blocks.length; i++){ //Loop through blocks
cls = hitTest(myPlayer, blocks[i]) //If it touches a block
Object.keys(cls).map(function(direction, ind){
if (cls[direction]){
// call escape from function to escape collision
escapeFrom[direction](myPlayer, blocks[i]);
}
})
}
This is highly unoptimized, the whole your code is unoptimized, but at least it can help to move further.
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">
I have a basic game moving a sprite around a map using Quintus html5 game. I have the sprite moving from square to square (64px) with a keypress fine. I want the player to move one square also when a button is click on the webpage.
I am unsure how to call the step method in Quintus from a button click.
Outside the canvas I have a <button id="move-player">Move Player One Square</button>
document.getElementById("move-player").addEventListener("click", function( event ) {
//move player one square by possibly calling PlayerControls step
});
Quintus player code
Q.component("PlayerControls", {
// default properties to add onto our entity
defaults: {speed: 32, direction: 'null'},
// called when the component is added to
// an entity
added: function () {
var p = this.entity.p;
// adding default properties
Q._defaults(p, this.defaults);
// every time our entity steps, call its step method
this.entity.on("step", this, "step");
},
step: function (dt) {
// entity's properties
var p = this.entity.p;
var total_points = Q.state.get("points");
if (total_points >= 4) {
Q.state.set("points", 4);
Q.stageScene("GameOverMsg", 2);//display game over message
}//inner if
// direction from the input will help in animation
p.direction = Q.inputs['left'] ? 'left' :
Q.inputs['right'] ? 'right' :
Q.inputs['up'] ? 'up' :
Q.inputs['down'] ? 'down' : null;
window.onkeyup = function (e) {
if (e.keyCode == 37)//left
{
p.x -= p.speed;
move_collision = "left";
}
else if (e.keyCode == 38)//up
{
if (!(p.y <= 36)) {
p.y -= p.speed;
move_collision = "up";
}
}
else if (e.keyCode == 39)//right
{
p.x += p.speed;
move_collision = "right";
}
else if (e.keyCode == 40)//down
{
if (!(p.y >= 480)) {
p.y += p.speed;
move_collision = "down";
}
}
};
// movement
switch (move_collision) {
case "left":
p.x -= p.speed;
move_collision = "";
break;
case "right":
p.x += p.speed;
move_collision = "";
break;
case "up":
p.y -= p.speed;
move_collision = "";
break;
case "down":
if (!(p.y >= 480)) {
p.y += p.speed;
}
move_collision = "";
break;
default:
break;
}
}
});
//Player Sprite
Q.Sprite.extend("Player",
{
init: function (properties) {
properties.sheet = "snailspritesheet";
properties.sprite = "snail";
properties.frame = 4;
this._super(properties);
this.add("2d,PlayerControls,animation,tween");
Consider that step function is a kind of callback function.
That function is called periodically with timer.
So, there are two method to move a player
Make a state machine: change state when button is clicked and interleave the code to step function for moving player
Make a trigger function to move a player with global variable: for example,
var player;
Q.scene("start",function(stage) {
stage.insert(new Q.UI.Button({
asset: 'move.png',
x: Q.width/2,
scale: 0.5,
y: 370
}, function() {
player.x += 10;
player.y -= 10;
})
);
}
I hope it is useful to you.