I was making a snake game. I have a basic game but I wanted to move the snake more smoothly and specially I wanted to turn the direction of the snake more smoothly.
The problem until now is that I have been removing the tail of the snake and adding it to the head for the movement part.
Moving the snake smoothly is rather easy by reducing the interval for calling the draw function and incrementing the x and y values by small amounts but what I am having problem is with turning the snake smoothly,it is exactly where I am lost/confused as to how to do it like done here (only the turning of snake part and not the changing of head when snake gets blocked)
can anyone help out please? here is my code:
let cvs = "";
let ctx = "";
let size = [];
var direction = 'b';
var speed = 200;
//moving lines on arrow click
window.addEventListener("keydown", moveSomething, false);
function moveSomething(e) {
switch (e.keyCode) {
case 37:
//left
if (direction != 'r') {
direction = 'l';
}
break;
case 38:
//up
if (direction != 'b') {
direction = 't';
}
break;
case 39:
//right
if (direction != 'l') {
direction = 'r';
}
break;
case 40:
//bottom
if (direction != 't') {
direction = 'b';
}
break;
}
}
let food = {
x: Math.floor(Math.random() * 220),
y: Math.floor(Math.random() * 400),
s: 20,
draw: function() {
//this if block rounds off the x and y values
if ((this.x % 20) != 0 || (this.y % 20) != 0) {
if ((this.x % 20) != 0) {
let e = this.x % 20;
e = 20 - e;
this.x = this.x + e;
}
if ((this.y % 20) != 0) {
let e = this.y % 20;
e = 20 - e;
this.y = this.y + e;
}
};
ctx.fillStyle = "red";
ctx.fillRect(this.x, this.y, this.s, this.s);
},
newfood: function() {
this.x = Math.floor(Math.random() * 220);
this.y = Math.floor(Math.random() * 400);
this.draw();
}
}
const snake = {
s: 20,
draw: function(x, y) {
ctx.fillStyle = "green";
ctx.fillRect(this.s * x, this.s * y, this.s, this.s);
ctx.strokeStyle = "black";
ctx.strokeRect(this.s * x, this.s * y, this.s, this.s);
},
snakeInit: function() {
for (let i = 8; i >= 4; i--) {
size.push({
x: i,
y: 6
})
}
},
callDraw: function() {
for (let i = 0; i < size.length; i++) {
this.draw(size[i].x, size[i].y);
}
},
move: function() {
var snakeX = size[0].x;
var snakeY = size[0].y;
if (direction == 'r') {
snakeX++;
} else if (direction == 'l') {
snakeX--;
} else if (direction == 't') {
snakeY--;
} else if (direction == 'b') {
snakeY++;
}
//console.log("Inside move1", speed);
if (snakeX == -1 || snakeX == cvs.width / this.s || snakeY == -1 || snakeY == Math.floor(cvs.height / this.s) || this.checkSelfCollision(snakeX, snakeY, size)) {
ctx.clearRect(0, 0, cvs.width, cvs.height);
gameloop = clearInterval(gameloop);
return;
} else {
ctx.clearRect(0, 0, cvs.width, cvs.height);
food.draw();
}
if (snakeX * 20 == food.x && snakeY * 20 == food.y) {
var tail = {
x: snakeX,
y: snakeY
};
food.eaten();
speed += 200;
food.newfood();
} else {
var tail = size.pop();
tail.x = snakeX;
tail.y = snakeY;
}
size.unshift(tail);
for (let i = 0; i < size.length; i++) {
this.draw(size[i].x, size[i].y);
}
},
checkSelfCollision: function(x, y, arr) {
for (let i = 0; i < arr.length; i++) {
if (arr[i].x == x && arr[i].y == y) {
return true;
}
}
return false;
}
}
function loop() {
const cvsL = document.getElementById("snakes");
const ctxL = cvsL.getContext('2d');
cvs = cvsL;
ctx = ctxL;
snake.snakeInit();
snake.callDraw();
food.draw();
gameloop = setInterval(function() {
snake.move();
}, speed);
}
<body onload="loop();">
<canvas id="snakes" width=240px height=420px style="border: 1px solid black;display: block;"></canvas>
</body>
var rectx = 287.5;
var recty = 460;
var rectx2 = 287.5
var recty2 = 0
var rectwidth = 100
var rectheight = 25
//ball vars
var xBall = Math.floor(Math.random() * 300) + 50;
var yBall = 50;
var diameter = 75;
var xBallChange = 5;
var yBallChange = 5;
//Misc
var started = false;
var score = 0;
var score2 = 0;
function setup() {
createCanvas(windowWidth, windowHeight);
}
function draw() {
background(0);
//main commands
xBall += xBallChange;
yBall += yBallChange;
if (xBall < diameter/2 || xBall > windowWidth - 0.5*diameter) {
xBallChange *= -1;
}
if (yBall < diameter/2 || yBall > windowHeight - diameter) {
yBallChange *= -1;
}
if ((xBall > rectx && xBall < rectx + rectwidth) && (yBall + (diameter/2) >= recty)) {
xBallChange *= -1;
yBallChange *= -1;
score++;
}
//Player 1
fill (0,255,255);
noStroke();
rect(rectx,recty,rectwidth,rectheight);
//Player 2
fill(0,255,255)
noStroke()
rect(rectx2,recty2,rectwidth,rectheight);
//The ball
fill (255,255,0);
noStroke();
ellipse(xBall,yBall,75,75)
// The partition
fill(148,0,211)
noStroke()
rect(0,257,750,1)
}
function keyPressed() {
//Player 1 Input
if (keyCode === LEFT_ARROW) {
rectx -= 50;
} else if (keyCode === RIGHT_ARROW) {
rectx += 50;
}
//Player 2 Input
if (keyCode === 65) {
rectx2 -= 50;
} else if (keyCode === 68) {
rectx2 += 50;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>
This is my code. I want the circle/ball to reflect off the second rectangle placed on top. Please help me with the appropriate commands required for this program. I have tried many possibilities and have got the first rectangle to work as I want(the circle/ball reflects off the rectangle). I am trying to make the pong game for two people to play locally. THank you for helping me.
If the ball hits the paddle, then only invert the y component of the direction vector of the ball to reflect the ball on the inner side of the paddle. Correct the position of the ball so that it touches the paddle:
if (xBall > rectx && xBall < rectx + rectwidth && yBall + diameter/2 >= recty) {
yBallChange *= -1;
yBall = recty - diameter/2;
score++;
}
This is only an approximation of course, the reflection at the corners is incorrect and the ball does not bounce on the left or right edge of the paddle, but it is a good starting point.
Implement a similar algorithm for the 2nd paddle:
if (xBall > rectx2 && xBall < rectx2 + rectwidth && yBall - diameter/2 < recty2+rectheight) {
yBallChange *= -1;
yBall = recty2 + rectheight + diameter/2;
score2++;
}
Complete example:
//Rect vars
var rectx = 287.5;
var recty = 460;
var rectx2 = 287.5
var recty2 = 0
var rectwidth = 100
var rectheight = 25
//ball vars
var xBall = Math.floor(Math.random() * 300) + 50;
var yBall = 50;
var diameter = 75;
var xBallChange = 5;
var yBallChange = 5;
//Misc
var started = false;
var score = 0;
var score2 = 0;
function setup() {
createCanvas(750, 485);
}
function draw() {
background(0);
//main commands
xBall += xBallChange;
yBall += yBallChange;
if (xBall < diameter/2 || xBall > width - diameter/2) {
xBallChange *= -1;
}
if (yBall < diameter/2 || yBall > height - diameter/2) {
yBallChange *= -1;
}
if (xBall > rectx && xBall < rectx + rectwidth && yBall + diameter/2 >= recty) {
yBallChange *= -1;
yBall = recty - diameter/2;
score++;
}
if (xBall > rectx2 && xBall < rectx2 + rectwidth && yBall - diameter/2 < recty2+rectheight) {
yBallChange *= -1;
yBall = recty2 + rectheight + diameter/2;
score2++;
}
//Player 1
fill (0,255,255);
noStroke();
rect(rectx,recty,rectwidth,rectheight);
//Player 2
fill(0,255,255)
noStroke()
rect(rectx2,recty2,rectwidth,rectheight);
//The ball
fill (255,255,0);
noStroke();
ellipse(xBall,yBall,75,75)
// The partition
fill(148,0,211)
noStroke()
rect(0,257,750,1)
}
function keyPressed() {
//Player 1 Input
if (keyCode === LEFT_ARROW) {
rectx -= 50;
} else if (keyCode === RIGHT_ARROW) {
rectx += 50;
}
//Player 2 Input
if (keyCode === 65) {
rectx2 -= 50;
} else if (keyCode === 68) {
rectx2 += 50;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>
My raycaster's sprites keep blinking, and I think it has to do with ZBuffer.
Using this for reference: https://lodev.org/cgtutor/index.html
I have done plenty of research and can't find any JS raycasters that answer my problem. By sprites, I mean billboarded images, and when you move they blink like an atari game that is being pushed to its limits.
Here is the project on JSFiddle: https://jsfiddle.net/Vakore/bsvx1m26/
Here is where I am using ZBuffer:
for (var stripe = drawStartX; stripe < drawEndX; stripe++) {
var texX =
floor((256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth) / spriteWidth) / 256;
// the conditions in the if are:
// 1) it's in front of camera plane so you don't see things behind you
// 2) it's on the screen (left)
// 3) it's on the screen (right)
// 4) ZBuffer, with perpendicular distance
var ruffer = 0;
if (sprite[i][2] == "barrel") {
ruffer = 576 - 64;
}
if (sprite[i][2] == "pillar") {
ruffer = 576;
}
if (sprite[i][2] == "greenlight") {
ruffer = 576 + 64;
}
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[stripe]
) {
can.drawImage(
document.getElementById(sprite[i][2]),
texX + ruffer, 0, 1, texHeight, stripe, drawStartY, 1, drawEndY - drawStartY
);
}
}
ZBuffer was declared and assigned an array value earlier in the code.
var keys = {
"a": false,
"s": false,
"d": false,
"A": false,
"S": false,
"D": false,
"W": false,
"Z": false,
"X": false,
"C": false,
"ENTER": false
};
document.addEventListener("keydown", function(e) {
e.preventDefault();
if (e.keyCode === 16)
keys["SHIFT"] = true;
if (e.keyCode === 37)
keys["a"] = true;
if (e.keyCode === 39)
keys["d"] = true;
if (e.keyCode === 65)
keys["A"] = true;
if (e.keyCode === 68)
keys["D"] = true;
if (e.keyCode === 83)
keys["S"] = true;
if (e.keyCode === 87)
keys["W"] = true;
if (e.keyCode === 40)
keys["S"] = true;
if (e.keyCode === 38)
keys["W"] = true;
if (e.keyCode === 67)
keys["C"] = true;
if (e.keyCode === 88)
keys["X"] = true;
if (e.keyCode === 90)
keys["Z"] = true;
if (e.keyCode === 13)
keys["ENTER"] = true;
})
document.addEventListener("keyup", function(e) {
e.preventDefault();
if (e.keyCode === 16)
keys["SHIFT"] = false;
if (e.keyCode === 37)
keys["a"] = false;
if (e.keyCode === 39)
keys["d"] = false;
if (e.keyCode === 65)
keys["A"] = false;
if (e.keyCode === 68)
keys["D"] = false;
if (e.keyCode === 83)
keys["S"] = false;
if (e.keyCode === 87)
keys["W"] = false;
if (e.keyCode === 40)
keys["S"] = false;
if (e.keyCode === 38)
keys["W"] = false;
if (e.keyCode === 67)
keys["C"] = false;
if (e.keyCode === 88)
keys["X"] = false;
if (e.keyCode === 90)
keys["Z"] = false;
})
/*
Basic functions(ease of access)
*/
var canvas = document.getElementById("canva");
var can = canvas.getContext("2d");
canvas.requestPointerLock = canvas.requestPointerLock || canvas.mozRequestPointerLock;
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock;
canvas.onclick = function() {
canvas.requestPointerLock();
clicked = true;
};
var mouseX = 0;
var mouseMove = function(e) {
mouseX += e.movementX;
};
var rect = function(x, y, w, h) {
can.fillRect(x, y, w, h);
};
var arc = function(x, y, r, start, stop) {
can.beginPath();
can.arc(x, y, r, start, stop);
can.fill();
};
var circle = function(x, y, r) {
arc(x, y, r, 0, 360);
};
var fill = function(r, g, b, a) {
if (a === undefined) {
a = 1;
}
can.fillStyle = "rgb(" + r + "," + g + "," + b + "," + a + ")";
};
var font = function(siz) {
can.font = siz;
};
var textAlign = function(ali) {
can.textAlign = ali;
};
var text = function(txt, x, y, w, h) {
can.fillText(txt, x, y, w, h);
};
var quad = function(x1, y1, x2, y2, x3, y3, x4, y4) {
can.beginPath();
can.moveTo(x1, y1);
can.lineTo(x2, y2);
can.lineTo(x3, y3);
can.lineTo(x4, y4);
can.closePath();
can.fill();
};
var random = function(min, max) {
return round(Math.random() * (max - min)) + min;
};
var translate = function(x, y) {
can.save();
can.translate(x, y);
};
var scale = function(w, h) {
can.scale(w, h);
}
var trestore = function() {
can.restore();
};
var floor = function(num) {
return Math.floor(num);
};
var sqrt = function(num) {
return Math.sqrt(num);
};
var abs = function(num) {
return Math.abs(num);
};
var color = function(r, g, b, a) {
return [r, g, b, a];
};
var dist = function() {
return true;
};
var cos = function(num) {
return Math.cos(num);
}
var sin = function(num) {
return Math.sin(num);
}
var dist = function(x1, y1, x2, y2) {
dx = x1 - x2;
dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
};
//Begin the raycaster
var scaler = 3; //This reduces the resolution so that it can display large rooms without lagging
var w = 640 / scaler;
var h = 480 / scaler;
var texWidth = 64;
var texHeight = 64;
var rotSpeed = 0.1;
var moveSpeed = 0.1;
var worldMap = [
"1111111111111111111111111111111111111111",
"1001000001234567800000000000000000000001",
"1001000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1001000000000000000000000000000000000001",
"1001000000000000000000000000222200000001",
"1001000000000000000000000000200200000001",
"1111000000000000000000000000200200000001",
"1000000000000000000000000033300333000001",
"8008000000000000000000000000000000000001",
"8000800000000000000000000033300333000001",
"8000080000000000000000000000300300000001",
"8000008000000000000000000000333300000001",
"8888888000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1666006660000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1666666660000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000040444444444444400000000000000001",
"1000000040000000000000400000000000000001",
"1000000040000000000000400000000000000001",
"1000000040000000000000400000000000000001",
"1000000044444444444444400000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000007775777000000000000000001",
"1000000000000007000007000000000000000001",
"1000000000000005000005000000000000000001",
"1000000000000007000007000000000000000001",
"1000000000000000000007000000000000000001",
"1111111111111117775777111111111111111111",
];
try {
var ZBuffer = [];
var sprite = [
[5, 5, "barrel", 0], //Y and X are reversed
[6.5, 2.5, "pillar", 1],
[6.5, 1.5, "pillar", 1.5],
[8, 6, "greenlight", 2],
];
var posX = 2,
posY = 2,
dirX = -1,
dirY = 0,
planeX = 0,
planeY = 0.66; //The 2d raycaster version of the camera plane
} catch (e) {
alert(e);
}
var castRays = function() {
for (var x = 0; x < w; x++) {
var cameraX = 2 * x / (w) - 1; //x-coordinate in camera space
var rayDirX = dirX + planeX * cameraX;
var rayDirY = dirY + planeY * cameraX;
//which box of the map we're in
var mapX = floor(posX);
var mapY = floor(posY);
//length of ray from current position to next x or y-side
var sideDistX;
var sideDistY;
//length of ray from one x or y-side to next x or y-side
var deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
var deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
var perpWallDist = 0;
//what direction to step in x or y-direction (either +1 or -1)
var stepX = 0;
var stepY = 0;
var hit = 0; //was there a wall hit?
var side = 0; //was a NS or a EW wall hit?
//calculate step and initial sideDist
if (rayDirX < 0) {
stepX = -1;
sideDistX = (posX - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - posX) * deltaDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (posY - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - posY) * deltaDistY;
}
while (hit == 0) {
//jump to next map square, OR in x-direction, OR in y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
//Check if ray has hit a wall
if (worldMap[mapX][mapY] == 0) {}
if (worldMap[mapX][mapY] != 0) {
hit = 1;
}
} //end of while loop
//Calculate distance of perpendicular ray (Euclidean distance will give fisheye effect!)
if (side == 0) {
perpWallDist = (mapX - posX + (1 - stepX) / 2) / rayDirX;
} else {
perpWallDist = (mapY - posY + (1 - stepY) / 2) / rayDirY;
}
//Calculate height of line to draw on screen
var lineHeight = abs(floor(h / perpWallDist));
//calculate lowest and highest pixel to fill in current stripe
var drawStart = -lineHeight / 2 + h / 2;
//if(drawStart < 0) {drawStart = 0;}
var drawEnd = lineHeight / 2 + h / 2;
//if(drawEnd >= h) {drawEnd = h - 1;}
//texturing calculations
//var texNum = worldMap[mapX][mapY] - 1; //1 subtracted from it so that texture 0 can be used!
//calculate value of wallX
var wallX = 0; //where exactly the wall was hit
if (side == 0) {
wallX = posY + perpWallDist * rayDirY;
} else {
wallX = posX + perpWallDist * rayDirX;
}
wallX -= floor((wallX));
//x coordinate on the texture
var texX = floor(wallX * (texWidth));
if (side == 0 && rayDirX > 0) {
texX = texWidth - texX - 1;
}
if (side == 1 && rayDirY < 0) {
texX = texWidth - texX - 1;
}
//Untextured variant
/*var currentColor = color(255, 255, 255);
if (worldMap[mapX][mapY] == "1") {currentColor = color(150, 150, 150);}
if (worldMap[mapX][mapY] == "2") {currentColor = color(255, 255, 255);}
if (worldMap[mapX][mapY] == "3") {currentColor = color(255,0,0);}
if (worldMap[mapX][mapY] == "4") {currentColor = color(0,0,255);}
if (worldMap[mapX][mapY] == "5") {currentColor = color(0,255,0);}
if (worldMap[mapX][mapY] == "6") {currentColor = color(255,0,255);}
if (worldMap[mapX][mapY]=="7") {currentColor = color(0,255,255);}
if (side === 1) {currentColor = [currentColor[0] - 40, currentColor[1] - 40, currentColor[2] - 40];}
//if (dist(mapX, mapY, px, pz) > 10) {continue;}
fill(currentColor[0],currentColor[1],currentColor[2]);
rect(x, drawStart, 1, drawEnd - drawStart);*/
var currentImg = "bluestone";
if (worldMap[mapX][mapY] == "1") {
currentImg = "bluestone";
}
if (worldMap[mapX][mapY] == "2") {
currentImg = "greystone";
}
if (worldMap[mapX][mapY] == "3") {
currentImg = "wood";
}
if (worldMap[mapX][mapY] == "4") {
currentImg = "colorstone";
}
if (worldMap[mapX][mapY] == "5") {
currentImg = "eagle";
}
if (worldMap[mapX][mapY] == "6") {
currentImg = "mossy";
}
if (worldMap[mapX][mapY] == "7") {
currentImg = "redbrick";
}
if (worldMap[mapX][mapY] == "8") {
currentImg = "purplestone";
}
//if (worldMap[mapX][mapY] =="a") {currentImg = "barrel";}
//if (dist(mapX, mapY, posX, posY) > 20) {continue;}
can.drawImage(document.getElementById(currentImg), texX + ((worldMap[mapX][mapY] - 1) * 64), 0, 1, texHeight, x, drawStart, 1, drawEnd - drawStart);
//fill(255, 0, 0);rect(x, drawStart, 1, drawEnd - drawStart);
if (side === 1) {
fill(0, 0, 0, 0.3);
rect(x, drawStart, 1, drawEnd - drawStart);
}
//Set the ZBuffer
ZBuffer[x] = perpWallDist;
//FLOOR CASTING(not using till figure out how to do without lag)
var floorXWall = 0,
floorYWall = 0;
if (side == 0 && rayDirX > 0) {
floorXWall = mapX;
floorYWall = mapY + wallX;
} else if (side == 0 && rayDirX < 0) {
floorXWall = mapX + 1.0;
floorYWall = mapY + wallX;
} else if (side == 1 && rayDirY > 0) {
floorXWall = mapX + wallX;
floorYWall = mapY;
} else {
floorXWall = mapX + wallX;
floorYWall = mapY + 1.0;
}
var distWall, distPlayer, currentDist;
distWall = perpWallDist;
distPlayer = 0.0;
for (var y = drawEnd + 1; y < h; y++) {
//if (dist(mapX, mapY, posX, posY) > 5) {continue;}
currentDist = h / (2.0 * y - h); //you could make a small lookup table for this instead
var weight = (currentDist - distPlayer) / (distWall - distPlayer);
var currentFloorX = weight * floorXWall + (1.0 - weight) * posX;
var currentFloorY = weight * floorYWall + (1.0 - weight) * posY;
var floorTexX, floorTexY;
floorTexX = floor(currentFloorX * texWidth) % texWidth;
floorTexY = floor(currentFloorY * texHeight) % texHeight;
//OPTIMIZE FOR LESS LAG!!!!!!!!!! (search
//FLOOR
//can.drawImage(document.getElementById("greystone"), floorTexX, floorTexY, texWidth, texHeight, x, y, texWidth, texHeight);
//CEILING
//can.drawImage(document.getElementById("wood"), floorTexX, floorTexY, texWidth, 1, x, h - y, texWidth, 1);
} //End of the 'y' loop
} //end the loop
//SPRITE CASTING
//Sort sprites
sprite.sort(function(a, b) {
return b[3] - a[3];
}); //Sort the depth of each sprite
//Draw sprites
for (var i = 0; i < sprite.length; i++) {
var spriteX = sprite[i][0] - posX;
var spriteY = sprite[i][1] - posY;
sprite[i][3] = abs((posX - sprite[i][0]) - (posY - sprite[i][1]));
var invDet = 1.0 / (planeX * dirY - dirX * planeY);
var transformX = invDet * (dirY * spriteX - dirX * spriteY);
var transformY = invDet * (-planeY * spriteX + planeX * spriteY); //this is actually the depth inside the screen, that what Z is in 3D(Thanks lodev.org for explanation!)
var spriteScreenX = floor((w / 2) * (1 + transformX / transformY));
//calculate height of the sprite on screen
var spriteHeight = abs(floor(h / (transformY))); //using "transformY" instead of the real distance prevents fisheye
//calculate lowest and highest pixel to fill in current stripe
var drawStartY = -spriteHeight / 2 + h / 2;
//if (drawStartY < 0) {drawStartY = 0;} Don't need THIS
var drawEndY = spriteHeight / 2 + h / 2;
//if (drawEndY >= h) {drawEndY = h - 1;} Or THIS
//calculate width of the sprite
var spriteWidth = abs(floor(h / (transformY)));
var drawStartX = -spriteWidth / 2 + spriteScreenX;
//if (drawStartX < 0) {drawStartX = 0;} Nor this
var drawEndX = spriteWidth / 2 + spriteScreenX;
//if (drawEndX >= w) {drawEndX = w - 1;} Nor dis
//loop through every vertical stripe of the sprite on screen
for (var stripe = drawStartX; stripe < drawEndX; stripe++) {
var texX = floor(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256;
//the conditions in the if are:
//1) it's in front of camera plane so you don't see things behind you
//2) it's on the screen (left)
//3) it's on the screen (right)
//4) ZBuffer, with perpendicular distance
var ruffer = 0;
if (sprite[i][2] == "barrel") {
ruffer = 576 - 64;
}
if (sprite[i][2] == "pillar") {
ruffer = 576;
}
if (sprite[i][2] == "greenlight") {
ruffer = 576 + 64;
}
if (transformY > 0 && stripe > 0 && stripe < w && transformY < ZBuffer[stripe]) {
can.drawImage(document.getElementById(sprite[i][2]), texX + ruffer, 0, 1, texHeight, stripe, drawStartY, 1, drawEndY - drawStartY);
}
}
} //End of 'i' loop
//Bottom of dat
if (keys["W"]) {
if (worldMap[floor(posX + dirX * moveSpeed)][floor(posY)] == false) {
posX += dirX * moveSpeed
};
if (worldMap[floor(posX)][floor(posY + dirY * moveSpeed)] == false) {
posY += dirY * moveSpeed
};
}
//move backwards if no wall behind you
if (keys["S"]) {
if (worldMap[floor(posX - dirX * moveSpeed)][floor(posY)] == false) {
posX -= dirX * moveSpeed;
}
if (worldMap[floor(posX)][floor(posY - dirY * moveSpeed)] == false) {
posY -= dirY * moveSpeed;
}
}
if (keys["D"]) {
if (worldMap[floor(posX + planeX * moveSpeed)][floor(posY)] == false) {
posX += planeX * moveSpeed
};
if (worldMap[floor(posX)][floor(posY + planeY * moveSpeed)] == false) {
posY += planeY * moveSpeed
};
}
if (keys["A"]) {
if (worldMap[floor(posX - planeX * moveSpeed)][floor(posY)] == false) {
posX -= planeX * moveSpeed;
}
if (worldMap[floor(posX)][floor(posY - planeY * moveSpeed)] == false) {
posY -= planeY * moveSpeed;
}
}
//rotate to the right
mouseX = -mouseX / 75;
var oldDirX = dirX;
dirX = dirX * cos(mouseX) - dirY * sin(mouseX);
dirY = oldDirX * sin(mouseX) + dirY * cos(mouseX);
var oldPlaneX = planeX;
planeX = planeX * cos(mouseX) - planeY * sin(mouseX);
planeY = oldPlaneX * sin(mouseX) + planeY * cos(mouseX);
mouseX = 0;
if (keys["d"]) {
//both camera direction and camera plane must be rotated
var oldDirX = dirX;
dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
var oldPlaneX = planeX;
planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
}
//rotate to the left
if (keys["a"]) {
//both camera direction and camera plane must be rotated
var oldDirX = dirX;
dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
var oldPlaneX = planeX;
planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
}
};
var run = function() {
try {
if (document.pointerLockElement === canvas || document.mozPointerLockElement === canvas) {
document.addEventListener("mousemove", mouseMove, false);
} else {
document.removeEventListener("mousemove", mouseMove, false);
} //Mouse stuff
translate(0, 0);
scale(scaler, scaler);
fill(40, 40, 40);
rect(0, 0, w, h / 2);
fill(80, 80, 80);
rect(0, h / 2, w, h / 2);
if (keys["C"]) {
rotSpeed = 0.04;
} else {
rotSpeed = 0.1;
}
/*if (keys["W"]) {fill(255, 0, 0);}
if (keys["A"]) {fill(0, 255, 0);}
if (keys["S"]) {fill(0, 0, 255);}
if (keys["D"]) {fill(255, 0, 255);}
if (keys["X"]) {fill(255, 255, 0);}
if (keys["Z"]) {fill(0, 255, 255);}*/
castRays();
trestore();
requestAnimationFrame(run);
} catch (e) {
alert(e);
}
};
run();
<html>
<title>Jailbreak</title>
<div class="center">
<canvas width="640" height="480" id="canva"></canvas>
<br>
<img id="barrel" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="pillar" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="greenlight" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="bluestone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="greystone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="wood" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="colorstone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="eagle" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="mossy" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="redbrick" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="purplestone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
</div>
</html>
UPDATE: I tried changing
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[stripe]//Pay attention to this line
) {
to:
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY > ZBuffer[stripe]//Now look
) {
Which basically reverses the check to see if it is behind a wall. Surprisingly, the blinking continues.
The answer was pretty simple. It was because stripe is not an even value, and if you were to have an array like this: var thisArray = [1, 2, 3, 4]; and you were to try and grab var money = thisArray[1.5]; the value undefined would be returned.
So I changed this:
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[stripe]
) {
To this:
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[Math.round(stripe)]
) {
Math.floor also works, since it also returns an integer value.
I was wondering if it was possible to have mouseover events with multiple squares on a canvas
this is my code right now: http://jsfiddle.net/2j3u9f7m/
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var Enemy = function (x, y, velx, vely) {
this.x = x;
this.y = y;
this.velx = 0;
this.vely = 0;
}
Enemy.prototype.update = function () {
var tx = 650 - this.x;
var ty = 250 - this.y;
var dist = Math.sqrt(tx * tx + ty * ty);
this.velx = (tx / dist);
this.vely = (ty / dist);
if (dist > 0) {
this.x += this.velx;
this.y += this.vely;
}
};
Enemy.prototype.render = function () {
context.fillStyle = '#000000';
context.beginPath();
context.rect(this.x, this.y, 25, 25);
context.fill();
context.closePath();
};
var enemies = [];
for (var i = 0; i < 10; i++) {
// random numbers from 0 (inclusive) to 100 (exclusive) for example:
var randomX = Math.random() * 896;
var randomY = Math.random() * 1303;
console.log(randomX);
console.log(randomY);
if (randomX > 100 && randomX < 1200) {
if (randomX % 2 == 0) {
randomX = 140;
} else {
randomX = 1281;
}
}
if (randomY > 100 && randomY < 75) {
if (randomY % 2 == 0) {
randomY = 15;
} else {
randomY = 560;
}
}
var enemy = new Enemy(randomX, randomY, 0, 0);
enemies.push(enemy);
}
for (var i = 0; i < 15; i++) {
// random numbers from 0 (inclusive) to 100 (exclusive) for example:
var randomX = Math.random() * 200;
var randomY = Math.random() * 403;
console.log(randomX);
console.log(randomY);
if (randomX > 100 && randomX < 1200) {
if (randomX % 2 == 0) {
randomX = 140;
} else {
randomX = 1281;
}
}
if (randomY > 100 && randomY < 75) {
if (randomY % 2 == 0) {
randomY = 15;
} else {
randomY = 560;
}
}
var enemy = new Enemy(randomX, randomY, 0, 0);
enemies.push(enemy);
}
function render() {
context.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < enemies.length; i++) {
var one = enemies[i];
one.update();
one.render();
}
requestAnimationFrame(render);
}
render();
What I want to do is to have a mouseover event for each square; is there a way to do this without using a library?
You can extend your Enemy object doing a region check like this:
Enemy.prototype.isOnEnemy = function(x, y) {
return (x >= this.x && x < this.x + 25 && // 25 = width
y >= this.y && y < this.y + 25); // 25 = height
};
If the provided (x,y) position is inside the rectangle (here assuming width and height of 25) it will return true.
Then add a mousemove event listener to the canvas. Inside adjust the mouse position, then feed the muse position to each enemy object to check:
context.canvas.onmousemove = function(e) {
var rect = this.getBoundingClientRect(), // correct mouse position
x = e.clientX - rect.left,
y = e.clientY - rect.top,
i = 0;
for(; i < enemies.length; i++) { // check each enemy
if (enemies[i].isOnEnemy(x, y)) { // is inside?
console.log("AAAARG...", i); // some action...
}
}
};
Modified fiddle (see console for hits).