I'm making a breakout game with html canvas and javascript. I'm working on this project for a while.
Yesterday i realized that game started the slow down after hours of playing. I checked my code but everything was fine. Then i restarted chrome and the game back to normal. What could have caused this?
Is chrome collecting objects or something on the background and it gets heavy after hours? is that a thing?
Here is the all the js code:
document.addEventListener("DOMContentLoaded", function(){
canvas = document.getElementById("ctx").getContext("2d");
document.addEventListener("keydown", keyDown, false);
document.addEventListener("keyup", keyUp, false);
document.querySelector("#newGame").addEventListener("click", newGame, false);
document.querySelector("#pickLevel").addEventListener("click", pickLevel, false);
document.querySelector("#restart").addEventListener("click", restart, false);
document.querySelector("#toMainMenu").addEventListener("click", mainMenu, false);
levels = {
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map07 : [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 20, 0, 0, 0, 20, 5, 0, 0, 0, 0, 0, 0, 5, 13, 18, 14, 0, 8, 2, 12, 4, 0, 0, 0, 0, 0, 12, 2, 5, 21, 3, 15, 3, 4, 11, 0, 0, 0, 0, 3, 19, 9, 12, 7, 10, 6, 10, 11, 1, 1, 0, 0, 0, 10, 21, 16, 19, 14, 17, 13, 17, 18, 1, 8, 0, 0, 0, 17, 1, 2, 3, 4, 5, 6, 7, 1, 2, 15, 0, 0, 0, 4, 8, 9, 10, 11, 12, 13, 14, 8, 9, 2, 0, 0, 0, 11, 15, 16, 17, 18, 19, 20, 21, 15, 16, 9, 0, 0, 0, 18, 20, 1, 2, 3, 4, 5, 6, 7, 3, 16, 0, 0, 0, 0, 1, 8, 9, 10, 11, 12, 13, 14, 10, 0, 0, 0, 0, 0, 8, 15, 16, 17, 18, 19, 20, 21, 17, 0, 0, 0, 0, 0, 15, 7, 1, 3, 4, 5, 6, 4, 20, 0, 0, 0, 0, 0, 0, 14, 8, 10, 11, 12, 13, 11, 0, 0, 0, 0, 0, 0, 0, 21, 16, 17, 18, 19, 16, 18, 0, 0, 0, 0, 0, 0, 0, 0, 20, 6, 7, 5, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 14, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
map08 : [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 15, 12, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 19, 9, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 6, 16, 12, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 13, 3, 19, 8, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 20, 10, 6, 15, 10, 5, 0, 0, 0, 0, 0, 0, 0, 10, 7, 17, 13, 2, 17, 12, 6, 0, 0, 0, 0, 0, 0, 17, 14, 4, 20, 9, 4, 19, 13, 7, 0, 0, 0, 0, 0, 4, 1, 11, 7, 16, 11, 8, 20, 14, 1, 0, 0, 0, 0, 11, 8, 18, 14, 17, 18, 15, 16, 21, 8, 2, 0, 0, 0, 18, 15, 18, 21, 19, 20, 21, 8, 9, 10, 11, 10, 0, 0, 8, 9, 10, 11, 12, 13, 14, 1, 2, 3, 4, 5, 12, 0, 1, 2, 3, 4, 5, 6, 7, 15, 16, 17, 18, 19, 20, 21, 15, 16, 17, 18, 19, 20, 21, 8, 9, 10, 11, 12, 13, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
map09 : [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 7, 0, 3, 6, 17, 18, 11, 17, 18, 19, 20, 21, 8, 0, 14, 0, 10, 13, 0, 0, 0, 0, 0, 0, 0, 3, 15, 0, 21, 0, 17, 20, 20, 21, 8, 9, 10, 11, 0, 10, 2, 0, 6, 0, 2, 5, 0, 0, 0, 0, 0, 6, 0, 17, 9, 0, 13, 0, 9, 12, 0, 0, 2, 3, 0, 13, 0, 1, 16, 0, 20, 0, 16, 19, 0, 0, 9, 10, 0, 20, 0, 4, 3, 0, 5, 0, 1, 4, 0, 0, 16, 17, 0, 7, 0, 11, 10, 0, 12, 0, 8, 11, 0, 0, 1, 1, 0, 14, 0, 18, 17, 0, 19, 0, 15, 18, 0, 0, 8, 4, 0, 21, 0, 5, 4, 0, 4, 0, 7, 3, 0, 0, 15, 11, 0, 1, 0, 12, 11, 0, 11, 0, 14, 10, 0, 0, 2, 18, 0, 8, 0, 19, 18, 0, 18, 0, 21, 17, 0, 0, 9, 5, 0, 15, 0, 6, 5, 0, 1, 0, 0, 0, 0, 0, 16, 12, 0, 2, 0, 13, 12, 0, 8, 9, 10, 11, 12, 13, 14, 19, 0, 9, 0, 20, 19, 0, 0, 0, 0, 0, 0, 0, 8, 9, 0, 16, 0, 12, 15, 16, 17, 18, 19, 20, 21, 15, 16, 17, 0, 18, 0, 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
};
let map_col = 14;
let map_row = 34;
let secondPassed = 0;
let oldTimeStamp = 0;
let WIDTH = canvas.canvas.width;
let HEIGHT = canvas.canvas.height;
let right_arrow_keycode = 39;
let left_arrow_keycode = 37;
let a_keycode = 65;
let d_keycode = 68;
let pressLeft;
let pressRight;
let game_over;
let islevelUp;
let dt = 1/60.0;
let brickList;
let tilesets = {
tileset1: {
image: new Image(),
columns: 7,
rows: 3,
tile_width: 32,
tile_height: 16
}
};
tilesets.tileset1.image.src = "img/tileset/brick_tileset.png";
let heart_sprite_sheet = {
spin: {
frame_set : [0,1,2,3],
image : new Image()
}
}
heart_sprite_sheet.spin.image.src = "img/heart/heart_sprite.png";
let delay = 0;
let frame_set;
let level;
function newGame(){
document.querySelector(".mainMenu").style.display="none";
level = 0;
score = 0;
levelUp();
}
function restart(){
document.querySelector(".gameOver").style.display="none";
level -= 1;
levelUp();
}
function mainMenu(){
document.querySelector(".gameOver").style.display="none";
document.querySelector(".mainMenu").style.display="block";
}
function pickLevel(){
score = 0;
document.querySelector(".pickLevel").style.display="block";
document.querySelector(".mainMenu").style.display="none";
}
function loop(timeStamp){
getDeltaTime(timeStamp);
ballCollision();
ballMovement();
paddleMovement();
heartMovement();
heartAnimUpdate();
// document.getElementById("output").innerHTML = "gameover: " + game_over + ", islevelup: " + islevelUp;
draw();
if(!game_over && !islevelUp){
window.requestAnimationFrame(loop);
}
else if(game_over){
gameOver();
}
else if(islevelUp){
levelUp();
}
}
function Animation(){
this.count = 0
this.delay = delay;
this.frame = 0;
this.frame_index = 0;
this.frame_set = frame_set;
}
Animation.prototype.change = function(frame_set, delay){
if(this.frame_set != frame_set){
this.count = 0;
this.delay = delay;
this.frame_index = 0;
this.frame_set = frame_set;
this.frame = this.frame_set[this.frame_index];
}
}
Animation.prototype.update = function(){
this.count ++;
if(this.count >= this.delay){
this.count = 0;
this.frame_index =(this.frame_index == this.frame_set.length -1)?0: this.frame_index + 1;
this.frame = this.frame_set[this.frame_index];
}
}
function Ball(){
this.image = new Image(),
this.x = 250,
this.y = 450,
this.velocity = 150,
this.radius = 8,
this.dx = 1,
this.dy = -1
}
function ballReset(){
ball.x = paddle.x + paddle.width/2;
ball.y = 450;
ball.dx = 1;
ball.dy = -1;
ball.velocity = 150;
}
function drawBall(){
canvas.drawImage(ball.image, Math.floor(ball.x), Math.floor(ball.y), ball.radius*2, ball.radius*2);
}
function ballMovement(){
ball.x += (ball.velocity * deltaTime ) * ball.dx * 0.999;
ball.y += (ball.velocity * deltaTime ) * ball.dy * 0.999;
}
function ballCollision(){
//borders for ball
if(ball.y - ball.radius <= 0 && ball.y < 0){
ball.dy = ball.dy * -1;
ball.y = ball.radius;
}
if(ball.y > HEIGHT){
heartList.pop();
if(heartList.length == 0){
game_over = true;
}else{
ballReset();
}
}
if(ball.x + ball.radius > WIDTH && ball.x > 0){
ball.dx = ball.dx * -1;
ball.x = WIDTH-ball.radius;
}
if(ball.x - ball.radius < 0 && ball.x < 0){
ball.dx = ball.dx * -1;
ball.x = ball.radius;
}
// ball and paddle collision detection
let testX = ball.x;
let testY = ball.y;
if(ball.x < paddle.x){
testX = paddle.x;
//left
}
else if(ball.x > paddle.x+paddle.width){
testX = paddle.x + paddle.width;
//right
}
if(ball.y < paddle.y){
testY = paddle.y;
//top
}
else if(ball.y > paddle.y+ paddle.height){
testY = paddle.y + paddle.height;
//bottom
}
let distX = ball.x - testX;
let distY = ball.y - testY;
let distance = Math.sqrt((distX*distX)+(distY*distY));
if(distance <= ball.radius){
let collidePoint = ball.x - (paddle.x + paddle.width/2);
collidePoint = collidePoint / (paddle.width/2);
let angle = collidePoint * Math.atan2(ball.y, ball.x);
ball.dx = ball.velocity * deltaTime * Math.sin(angle);
ball.dy = -ball.velocity * deltaTime * Math.cos(angle);
}
//brick collision
for (let i = 0; i < brickList.length; i++){
let b = brickList[i];
if(b.status){
let bottom = false;
let top = false;
let b_testX = ball.x;
let b_testY = ball.y;
if(ball.x < b.x){
b_testX = b.x;
}
else if(ball.x > b.x + b.width){
b_testX = b.x + b.width;
}
if(ball.y < b.y){
b_testY = b.y;
top = true;
}
else if(ball.y > b.y + b.height){
b_testY = b.y + b.height;
bottom = true;
}
let distX_fromBrick = ball.x - b_testX;
let distY_fromBrick = ball.y - b_testY;
let distance = Math.sqrt((distX_fromBrick * distX_fromBrick) + (distY_fromBrick * distY_fromBrick));
if(distance < ball.radius){
let collidePoint = ball.x - (b.x + b.width/2);
collidePoint = collidePoint / (b.width/2);
let angle = collidePoint * Math.atan2(ball.y, ball.x);
if(top){
ball.dx = ball.velocity * deltaTime * Math.sin(angle);
ball.dy = -ball.velocity * deltaTime * Math.cos(angle);
}
if(bottom){
ball.dx = -ball.velocity * deltaTime * Math.sin(angle);
ball.dy = ball.velocity * deltaTime * Math.cos(angle);
}
b.status = false;
brokenBricks ++;
scoreUp();
if(brokenBricks == brickList.length){
islevelUp = true;
}
}
}
}
}
function Paddle(){
this.image = new Image(),
this.x = 200,
this.y = 490,
this.width = 64,
this.height = 20,
this.velocity = 500
}
function drawPaddle(){
canvas.drawImage(paddle.image, Math.floor(paddle.x), Math.floor(paddle.y),paddle.width,paddle.height);
}
function paddleMovement(){
if(pressRight&&paddle.x+paddle.width<WIDTH){
paddle.x += (paddle.velocity * deltaTime )*0.999;
}
if(pressLeft&&paddle.x>0){
paddle.x -= (paddle.velocity * deltaTime )*0.999;
}
}
function Brick(x,y){
this.image = new Image(),
this.x = x,
this.y = y,
this.width = 32,
this.height = 16,
this.status = true
}
function drawMap (){
for(let i = 0; i < map.length; i++){
let value = map[i]-1;
let source_x = (value%tilesets.tileset1.columns) * tilesets.tileset1.tile_width;
let source_y = Math.floor(value/tilesets.tileset1.columns) * tilesets.tileset1.tile_height;
let destination_x = (i%map_col) * tilesets.tileset1.tile_width;
let destination_y = Math.floor(i/map_col) * tilesets.tileset1.tile_height;
if(map[i] != 0){
if(!isBrickAlive(destination_x, destination_y)){continue;}
}
canvas.drawImage(tilesets.tileset1.image, source_x, source_y, tilesets.tileset1.tile_width, tilesets.tileset1.tile_height, destination_x, destination_y, tilesets.tileset1.tile_width, tilesets.tileset1.tile_height );
}
}
function createBrick(){
for(let i = 0; i<map.length; i++){
if(map[i] != 0){
let x = (i%map_col)*tilesets.tileset1.tile_width;
let y = Math.floor(i/map_col)*tilesets.tileset1.tile_height;
let brick = new Brick(x, y);
brickList.push(brick);
}
}
}
function isBrickAlive(x,y){
for(let i = 0; i < brickList.length; i++){
let brick = brickList[i];
if(brick.status && brick.x == x && brick.y == y){
return true;
}
}
}
function scoreUp(){
score += 1;
}
function scoreText(){
canvas.font = `15px gameFont`;
canvas.fillStyle = "white";
canvas.fillText("SCORE:"+ score, 8, 30);
}
function Heart(x,y){
this.image = new Image(),
this.animation = new Animation(),
this.x = x,
this.y = y,
this.width = 7,
this.height = 7
}
function heartCreate(){
let heart1 = new Heart(350,8);
heartList.push(heart1);
let heart2 = new Heart(375,8);
heartList.push(heart2);
let heart3 = new Heart(400,8);
heartList.push(heart3);
let heart4 = new Heart(425,8);
heartList.push(heart4);
}
function heartDraw(){
for(let i = 0; i < heartList.length; i++){
let heart = heartList[i];
canvas.drawImage(heart_sprite_sheet.spin.image, heart.width * heart.animation.frame, 0, heart.width, heart.height, heart.x, heart.y, heart.width*3, heart.height*3);
}
}
function heartMovement(){
for(let i = 0; i < heartList.length; i++){
let heart = heartList[i];
heart.image = heart_sprite_sheet.spin.image;
heart.animation.change(heart_sprite_sheet.spin.frame_set, 12);
}
}
function heartAnimUpdate(){
for(let i = 0; i < heartList.length; i++){
let heart = heartList[i];
heart.animation.update();
}
}
function draw(){
canvas.clearRect(0,0,WIDTH,HEIGHT);
canvas.imageSmoothingEnabled = false;
canvas.save();
drawBg();
drawMap();
drawPaddle();
scoreText();
heartDraw();
drawBall();
canvas.restore();
}
function keyDown(event){
if(event.keyCode === right_arrow_keycode || event.keyCode === d_keycode){
pressRight = true;
}
if(event.keyCode === left_arrow_keycode || event.keyCode === a_keycode){
pressLeft = true;
}
}
function keyUp(event){
if(event.keyCode === right_arrow_keycode || event.keyCode === d_keycode){
pressRight = false;
}
if(event.keyCode === left_arrow_keycode || event.keyCode === a_keycode){
pressLeft = false;
}
}
function drawBg(){
switch(level){
case 1:
canvas.beginPath();
canvas.fillStyle = "#76428A";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 2:
canvas.beginPath();
canvas.fillStyle = "#8C2929";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 3:
canvas.beginPath();
canvas.fillStyle = "#639BFF";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 4:
canvas.beginPath();
canvas.fillStyle = "#4B692F";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 5:
canvas.beginPath();
canvas.fillStyle = "#9BADB7";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 6:
canvas.beginPath();
canvas.fillStyle = "#D95763";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 7:
canvas.beginPath();
canvas.fillStyle = "#3F3F74";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 8:
canvas.beginPath();
canvas.fillStyle = "#663931";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
case 9:
canvas.beginPath();
canvas.fillStyle = "#DF7126";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
default:
canvas.beginPath();
canvas.fillStyle = "#639BFF";
canvas.fillRect(0,0,WIDTH,HEIGHT);
canvas.closePath();
break;
}
//açık mavi: 639BFF
//mor: 76428A
//yeşil: 4B692F
//pembe: D77BBA
//turuncu: DF7126
//koyu mavi: 3F3F74
//pembe-kırmızı: D95763
//koyu mor: 45283C
//baby-blue: 9BADB7
//mavi: 5B6EE1
//koyu kırmızı: 8C2929
}
function getDeltaTime(timeStamp){
secondPassed = (timeStamp - oldTimeStamp) / 1000;
oldTimeStamp = timeStamp;
deltaTime = Math.min(secondPassed , dt);
return deltaTime;
}
function startGame(){
secondPassed = 0;
oldTimeStamp = 0;
brokenBricks = 0;
game_over = false;
pressLeft = false;
pressRight = false;
islevelUp = false;
brickList = new Array();
heartList = new Array();
createBrick();
heartCreate();
draw();
startEngine();
}
function startEngine(){
window.requestAnimationFrame(loop);
}
function gameOver(){
document.querySelector(".gameOver").style.display="block";
document.getElementById("score").innerHTML = score;
score = 0;
}
function levelUp(){
ball = new Ball();
paddle = new Paddle();
level++;
switch(level){
case 1:
map = levels.map01;
ball.image.src = "img/ball/blue_ball.png";
paddle.image.src = "img/paddle/black_paddle.png";
break;
case 2:
map = levels.map02;
ball.image.src = "img/ball/green_ball.png";
paddle.image.src = "img/paddle/blue_paddle.png";
break;
case 3:
map = levels.map03;
ball.image.src = "img/ball/purple_ball.png";
paddle.image.src = "img/paddle/brown_paddle.png";
break;
case 4:
map = levels.map04;
ball.image.src = "img/ball/red_ball.png";
paddle.image.src = "img/paddle/golden_paddle.png";
break;
case 5:
map = levels.map05;
ball.image.src = "img/ball/yellow_ball.png";
paddle.image.src = "img/paddle/green_paddle.png";
break;
case 6:
map = levels.map06;
ball.image.src = "img/ball/blue_ball.png";
paddle.image.src = "img/paddle/purple_paddle.png";
break;
case 7:
map = levels.map07;
ball.image.src = "img/ball/red_ball.png";
paddle.image.src = "img/paddle/red_paddle.png";
break;
case 8:
map = levels.map08;
ball.image.src = "img/ball/yellow_ball.png";
paddle.image.src = "img/paddle/black_paddle.png";
break;
case 9:
map = levels.map09;
ball.image.src = "img/ball/purple_ball.png";
paddle.image.src = "img/paddle/blue_paddle.png";
break;
default:
game_over = true;
break;
}
startGame();
}});
I'm new at Phaser and i'm trying to make a map in Tiled and use it in my game, but the collide isn't working.
Image: https://puu.sh/qKZuX/fb41aa9163.png
My json Data:
"data":[100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 89, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 91, 100, 100, 100, 100, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 100, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99, 100, 100, 102, 0, 0, 0, 0, 0, 0, 0, 0, 85, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 88, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 85, 86, 86, 86, 86, 86, 86, 86, 86, 86, 88, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 100, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 86, 86, 86, 86, 86, 86, 86, 86, 86, 87, 86, 86, 86, 86, 86, 86, 86, 86, 100, 100, 100, 100, 100, 100, 100, 100, 100, 86, 86, 86, 86, 86, 86, 86, 86, 86, 86, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100],
My setCollisionBetween:
map.setCollisionBetween(0, 999, true);
Already tyied everything...
Any solutions?!
Thanks in advance!
map.setCollisionBetween(0,999,true)
This line make all tiles with indexes from 0 to 999 to collide with player, as written in documentation. The range is inclusive.
I'm not 100% sure but after looking at image you provided and json data I believe you should set collision from 1 to 999.
Probably you should also move player starting point to non colliding tile, but im not sure if player sprite is that dragon, or line-like shape.