p5.js: How would I make the player move continuously? - javascript

I am creating a game, but I have an issue where i want to move the player left or right but when I press the button it only moves it left or right once and not continuously
var player 1 = new Player(width / 4)
function keyPressed() {
if (key === "d") {
player1.move(1);
} else if (key === "a") {
player1.move(-1);
}
}
function Player(xPos) {
this.x = xPos;
this.y = height - 100;
this.show = function() {
fill(255);
rectMode(CENTER);
rect(this.x, this.y, 50, 100);
}
this.move = function(dir) {
this.x += dir * 5;
}
}

Use keyIsDown() instead of keyPressed().
From the documentation:
The keyIsDown() function checks if the key is currently down, i.e.
pressed. It can be used if you have an object that moves, and you want
several keys to be able to affect its behaviour simultaneously, such
as moving a sprite diagonally. You can put in any number representing
the keyCode of the key, or use any of the variable keyCode names
listed here.
Should also be inside the draw() function:
function draw(){
if(keyIsDown("d")){
player1.move(1);
}
if (keyIsDown("a")) {
player1.move(-1);
}
}

Related

How would I make a collider that stops the game when it collides with the "character"?

I'm still pretty new to this, so I don't know how to create a collider. My end goal is to have a game like the chrome dinosaur game. Same principles, and all. My question is, though, how do I even make a collider. I will be using a .gif for the "dinosaur". I'd like to make it where if this collider were to touch another collider, the game stops and a "game over" is shown. I have tried to create a collider, but they just keep showing up underneath the screen where the game is shown. Ant tips, tricks, or advice? Thanks
Code is as follows:
let img; //background
var bgImg; //also the background
var x1 = 0;
var x2;
var scrollSpeed = 4; //how fast background is
let music; //for music
let catBus; //catbus
//collider variables
let tinyToto;
let tiniestToto;
let hin;
let totoWithBag;
let noFace;
let happySoot;
var mode; //determines whether the game has started
let gravity = 0.2; //jumping forces
let velocity = 0.1;
let upForce = 7;
let startY = 730; //where cat bus jumps from
let startX = 70;
let totoX = 900;
let totoY = 70;
let tinToX = 900;
let tinToY = 70;
var font1; //custom fonts
var font2;
p5.disableFriendlyErrors = true; //avoids errors
function preload() {
bgImg = loadImage("backgwound.png"); //importing background
music = loadSound("catbus theme song.mp3"); //importing music
font1 = loadFont("Big Font.TTF");
font2 = loadFont("Smaller Font.ttf");
//tinyToto.setCollider("rectangle",0,25,75,75)
}
function setup() {
createCanvas(1000, 1000); //canvas size
img = loadImage("backgwound.png"); //background in
x2 = width;
music.loop(); //loops the music
catBus = {
//coordinates for catbus
x: startX,
y: startY,
};
/*
tinyToto = {
x: totoX,
y: totoY,
}
tinTo = {
x : tinToX,
y: tinToY,
}
*/
catGif = createImg("catgif.gif"); //creates catbus
catGif.position(catBus.x, catBus.y); //creates position
catGif.size(270, 100); //creates how big
/*
tinyToto = createImg("TinyToto.gif")
tinyToto.position(tinyToto.x, tinyToto.y)
tinyToto.size(270,100)
tiniestTo = createImg("tiniest Toto.gif")
tiniestTo.position(tinToX.x, tinToY.y)
tiniestTo.size(270,100)
*/
mode = 0; //game start
textSize(50); //text size
}
function draw() {
let time = frameCount; //start background loop
image(img, 0 - time, 0);
image(bgImg, x1, 2, width, height);
image(bgImg, x2, 2, width, height);
x1 -= scrollSpeed;
x2 -= scrollSpeed;
if (x1 <= -width) {
x1 = width;
}
if (x2 <= -width) {
x2 = width;
} //end background loop
fill(128 + sin(frameCount * 0.05) * 128); //text colour
if (mode == 0) {
textSize(20);
textFont(font1);
text("press SPACE to start the game!", 240, 500); //what text to type
}
fill("white");
if (mode == 0) {
textSize(35);
textFont(font2);
text("CATBUS BIZZARE ADVENTURE", 90, 450); //what text to type
}
catBus.y = catBus.y + velocity; //code for jumping
velocity = velocity + gravity;
if (catBus.y > startY) {
velocity = 0;
catBus.y = startY;
}
catGif.position(catBus.x, catBus.y);
//setCollider("tinyToto")
}
function keyPressed() {
if (keyCode === 32 && velocity == 0) {
//spacebar code
mode = 1;
velocity += -upForce;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
well, this is how I would generally do that kind of thingy:
function draw(){
for(let i in objects) // objects would be cactuses or birds
if(objects[i].x > player.x &&
objects[i].x < player.x + player.width &&
objects[i].y > player.y &&
objects[i].y < player.y + player.height){
noLoop()
// maybe do something else here
} // you could also use: for(let object of objects)
}
or if you want to do class stuff:
let player = new Player()
class Entity {
hasCollided_pointRect(_x, _y, _width, _height){
if(this.x > _x &&
this.x < _x + _width &&
this.y > _y &&
this.y < _y + _height){
return true
}
}
}
class Cactus extends Entity {
update(){
if(hasCollided_pointRect(player.x, player.y, player.width, player.height))
lossEvent()
}
}
class Player {
// ...
}
function lossEvent(){
noLoop()
}
this is a pretty classy way to do it and for a small game you really don't need all of this
also MDN has a nice article on rect with rect & point with rect collisions,
point with point collision is just (x == x && y == y)
https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
this is one of my recent loss "functions":
if(flag.health <= 0){
noLoop()
newSplashText("You lost!\nPress F5 to restart!", "center", "center", 1)
}
The way I handled game states in my Processing games was by making seperate classes for them. Then my main sketch's draw function looked something like
fun draw()
{
currentState.draw();
}
Each gamestate then acted as their own sketches (for example a menu screen, playing, game over, etc), and had a reference to the main sketch which created the states. They would then alter the main's currentState to, i.e., a new GameOverState() etc. where needed.
For now, don't worry about doing that too much if all you want a really simple gameoverscreen with an image and some text.
I would suggest a structure like this instead. Use this pseudocode in your main draw function:
fun draw()
{
if (gameOver)
{
// show game over screen
img(gameOver);
text("game over!");
// skip rest of the function
return;
}
// normal game code goes here
foo();
bar();
// update game over after this frame's game code completes
gameOver = checkGameOver();
}
Now you need a way of checking for a collision to determine the result of checkGameOver()
For the collision handling, check out Jeffrey Thompson's book/website on collision handling. It's an amazing resource, I highly recommend you check it out.
From the website I just linked, here's an excerpt from the website talking about handling collisions between 2d rectangles.
And here's a modified version of the collision handling function listed there (I updated the variable names to be a little more intuitive)
boolean rectRect(float rect1X, float rect1Y, float rect1Width, float rect1Height, float rect2X, float rect2Y, float rect2Width, float r2h)
{
// are the sides of one rectangle touching the other?
if (rect1X + rect1Width >= rect2X && // r1 right edge past r2 left
rect1X <= rect2X + rect2Width && // r1 left edge past r2 right
rect1Y + rect1Height >= rect2Y && // r1 top edge past r2 bottom
rect1Y <= rect2Y + r2h)
{ // r1 bottom edge past r2 top
return true;
}
return false;
You can use that function in your checkGameOver() function which would return a bool depending on whether your collision criteria are met.
For your game, you would loop over every obstacle in your game and check whether the dino and the obstacle overlap.
Pseudocode:
boolean checkGameOver()
{
foreach (Obstacle obstacle in obstacles)
{
if (rectRect(dino, obstacle))
{
return true;
}
}
return false;
}

Is there a way to continuously move an object in P5 via user input?

I'm pretty sure after looking through the documentation that this isn't what the framework is intended to do, but I've got a student I'm tutoring who really wants to move an object drawn on a P5 canvas using input, like using the arrow keys.
What I was able to figure out is the following:
let value = 0;
function setup() {
// Create a canvas with a specified width and height
createCanvas(400, 400);
// Fill in background color
background("blue");
}
function draw() {
background(200);
rectMode(CENTER);
translate(value, value, value);
translate(150, 150, 150)
rect(0, 0, 20, 20);
}
function keyPressed() {
while(true) {
if (keyCode == LEFT_ARROW) {
value = 20;
}
}
}
But of course, this uses an infinite loop and is therefore less than ideal. Does anyone know of a better way to achieve this?
On my system (Chrome, MacOS), keyPressed is called repeatedly if I hold the left-arrow key. Below is a really simple example. Focus into the snippet and hold down your left arrow key - observe that the xPos decreases every frame.
You need to actually do something in your keyPressed method. Right now, the value is just being assigned repeatedly, and definitely, you don't want to have an infinite loop.
For the record, according to the docs, keyPressed isn't guaranteed to work this way on all systems, so you may need more complex logic depending on what system(s) you want to run this on.
function setup() {
createCanvas(640, 360);
}
let xPos = 100;
function draw() {
background(0,0,255);
fill(255,0,0);
ellipse(xPos,50,10,10);
}
function keyPressed(event) {
if (keyCode == LEFT_ARROW) {
xPos -= 1;
} else if (keyCode == RIGHT_ARROW) {
xPos += 1;
}
// this prevents default browser behavior
event.preventDefault();
return false;
}
<script src="//cdnjs.cloudflare.com/ajax/libs/p5.js/0.3.3/p5.min.js"></script>
let acl;
let pos;
let value = 0;
function setup() {
acl = createVector(0,0);
pos = createVector(0,0);
// Create a canvas with a specified width and height
createCanvas(400, 400);
// Fill in background color
background("blue");
}
function draw() {
background(200);
rectMode(CENTER);
rect(pos.x, pos.y, 20, 20);
pos.add(acl);
}
function keyPressed() {
if (keyCode == LEFT_ARROW) {
acl.set(-1,0)
}
if(keyCode == RIGHT_ARROW){
acl.set(1,0)
}
}

p5.js control the amount of frames I play

I want to control the amount of times draw() is being called, basically lets immagine that i have that basic code:
var e = 1;
function setup() {
window.canvas = createCanvas(200, 200);
}
function draw() {
fill(255, 255, 0);
ellipse(50 + e, 50, 30);
e++;
}
and I want to make a function moveOneStep() that will active draw() once, so let's assume I'm doing a for loop 5 times, then draw will be called 5 times and the circle will move 5 steps ( pixels ) to the right,
how can it be done?
Do you want to fixe the framerate in your code or to call draw() function in a specific time? If it's the case I don't think you can because the draw function is, as mentioned in the documentation
the draw() function continuously executes the lines of code contained inside its block until the program is stopped or noLoop() is called
But if you want to fixe the frame rate u can call the frameRate(number) in the setup() function. So, now if you want to have draw() called 30 times per second
(or 30 fps for a gaming reference) your code will look like this.
var e = 1;
function setup() {
window.canvas = createCanvas(200, 200);
frameRate(30);
}
function draw() {
fill(255, 255, 0);
ellipse(50 + e, 50, 30);
e++;
}
Check the dcumentation for further references.
Happy coding ^^.
Instead of controlling the number of times that draw gets called you can control what happens inside of draw.
To use draw in a way that allows user interaction and works well with the p5js lib you can listen for user interaction with a keyPressed method and record what the user is telling the system to do. Back in the draw method you can update positions and then render the sketch.
This approach breaks the direct connection between frame rate and user interaction. For example we could slow the frame rate down but still allow the user to click buttons as quickly as the key board would allow. Positions would still get adjusted and draw would catch up.
Here is a simple example that allows a user to move a circle with a ,s, d, w keys or up, down, left, right arrow keys.
var xPos = 0;
var yPos = 0;
var moveRightCount = 0;
var moveLeftCount = 0;
var moveUpCount = 0;
var moveDownCount = 0;
function setup() {
window.canvas = createCanvas(200, 200);
}
function keyPressed() {
if (keyCode === RIGHT_ARROW || keyCode === 68) {
moveRightCount+=1;
} else if (keyCode === LEFT_ARROW || keyCode === 65) {
moveLeftCount+=1;
} else if (keyCode === DOWN_ARROW || keyCode === 83) {
moveDownCount+=1;
}else if (keyCode === UP_ARROW || keyCode === 87) {
moveUpCount+=1;
} else if (keyCode === 70){
// console.log(keyCode);
}
function draw() {
background(255);
if (moveRightCount > 0){
xPos++;
moveRightCount--;
}
if (moveLeftCount > 0){
xPos--;
moveLeftCount--;
}
if (moveUpCount > 0){
yPos--;
moveUpCount--;
}
if (moveDownCount > 0){
yPos++;
moveDownCount--;
}
fill(255, 255, 0);
ellipse(50 + xPos, 50 + yPos, 30);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/p5.min.js"></script>
Now if you have a method called moveOneStep() it could adjust the appropriate move count and as draw gets called according to its frameRate the image would be moved. Say we call moveOneStep() in a loop that executes 5 times the image would be moved one position per execution of draw 5 times.

Adding and removing to an array

I wasn't sure how to word this, because I don't actually know what exactly causes this bug. I'm trying to put together a simple Asteroids knockoff.
When the player shoots, a new object (Bullet) is created using array.push(...). Once this bullet goes beyond the canvas (out of bounds), it is deleted using array.splice(...);
The problem is that the bullets are moving in unpredictable ways. I don't know how to word it so here's the full code (working, including html/css): https://pastebin.com/tKiSnDzX
Hold spacebar for a few seconds (to shoot) and you'll see the issue clearly. You can also use A/D to turn and W to go forward.
Here's what I think is happening. The code runs fine as long as there is only one bullet on the screen (in the array). This means that either the incorrect element is being deleted or the values that go into the constructor of the object are messed up somewhere along the way.
Exhibit A (bullet constructor and its methods):
function Bullet(x,y,rot,vel) {
this.x = x;
this.y = y;
this.rot = rot;
this.vel = (vel+5);
this.move = function() {
this.x += this.vel*Math.cos(this.rot-Math.PI/2);
this.y += this.vel*Math.sin(this.rot-Math.PI/2);
}
this.draw = function() {
engine.circle(this.x, this.y, 4, "black");
var c = engine.canvas.getContext('2d');
c.translate(this.x, this.y);
c.rotate(this.rot);
c.beginPath();
c.strokeStyle="#00FF00";
c.strokeRect(-5, -5, 10, 10);
c.closePath();
c.stroke();
}
}
Exhibit B (function that creates/deletes the bullets):
shoot: function() {
if(engine.keyDown.sp == true) {
if(this.fire > 20) {
engine.bullets.unshift(new Bullet(this.x, this.y, this.rot, this.velocity));
this.fire = 0;
} else {
this.fire++
}
}
for(i = 0; i < engine.bullets.length; i++) {
engine.bullets[i].move();
engine.bullets[i].draw();
if(engine.bullets[i].x > engine.canvas.width+5 || engine.bullets[i].x < -5
|| engine.bullets[i].y > engine.canvas.height+5 || engine.bullets[i].y < -5) {
console.log('bullet gone, '+i);
engine.bullets.splice(i, 1);
}
}
}
the array is declared like so: bullets: []
Thank you for any answers.
How about just tag any bullets that need to die as you come across them in your loop with something like engine.bullets[i].dead = true; Then, at the end outside the loop, filter out the dead bullets with engine.bullets = engine.bullets.filter(b => !b.dead);
You're using splice inside a for loop. When you remove element index 1, then element index 2 becomes index 1, and element index 3 becomes index 2. But your i variable is already 1, so the next iteration of the loop goes to the new index 2. But the new index 2 is the original index 3, and the original index 2 is skipped. You might be better served by a linked list:
var bulletList = null;
function bullet(){
this.next = bulletList;//if there was a list, record that
if (this.next)//and set that one to point back to this
this.next.prev = this;
bulletList = this;//place new bullet at start of list
this.previous = null;
this.draw = function(){
//do stuff here
this.next && this.next.draw();//call next item in the list, if any
if (shouldIBeRemoved){//placeholder, obviously
if (this.next && this.prev){//remove from middle of list
this.prev.next = this.next;
this.next.prev = this.prev;
}
else if (this.next && !this.prev){//remove from beginning of list
bulletList = this.next;
this.next.prev = null;
}
else if (this.prev && !this.next){//remove from end of list
this.prev.next = null;
}
else if (!this.prev && !this.next){//remove only item in list
bulletList = null;
}
}
}
}
then to draw every bullet, simply call:
if (bulletList)
bulletList.draw();
The problem was that I was translating the context in which all the bullets are, each time a new bullet was created. This meant that each bullet would be moved by x and y away from the previous one. It made it seem like the bullets were being created where they weren't supposed to be. The "unpredictability" was caused by the fact that the bullet takes on the player's rotation, so whenever a new bullet was created, it's rotation was increased by however much the player rotated before the new bullet was fired, on top of the previous bullet's rotation.
Putting context.save(); before the translation/rotation of the bullet's hitbox and context.restore(); after it perfectly solved the issue:
Bullet.draw = function() {
engine.circle(this.x, this.y, 4, "black");
if(hitbox == true) {
var c = engine.canvas.getContext('2d');
c.save();
c.translate(this.x, this.y);
//c.rotate(this.rot);
c.beginPath();
c.strokeStyle="#00FF00";
c.strokeRect(-5, -5, 10, 10);
c.closePath();
c.stroke();
c.restore();
}
}
Someone else mentioned that I was using array.splice(); in a for loop. This made it so that when a bullet (i) is deleted, the bullet right after (i+1) is moved one index back (i). So that bullet was essentially skipped over.
I could notice this sometimes when looking at the bullets while one was deleted- They "jumped" ahead.
The solution was to put i -= 1 after bullets.splice(i, 1);. This makes the next iteration of the loop go one index back, solving the occassional stuttering of the bullets:
shoot: function() {
if(engine.keyDown.sp == true) {
if(this.fire > 5) {
engine.bullets.unshift(new Bullet(this.x, this.y, this.rot, this.velocity));
this.fire = 0;
}
}
if(this.fire<=5) {
this.fire++
}
for(i = 0; i < engine.bullets.length; i++) {
engine.bullets[i].move();
engine.bullets[i].draw();
if(engine.bullets[i].x > engine.canvas.width+5 || engine.bullets[i].x < -5
|| engine.bullets[i].y > engine.canvas.height+5 || engine.bullets[i].y < -5) {
engine.bullets.splice(i, 1);
i-=1;
}
}
}
Thanks for all the answers.

Continue keydown event even when an additional button is pressed

Let's say we have a ball that can be moved left and right around the screen. When you click space, the ball should jump.
I got the ball to move left and right in a canvas. However, when the ball is moving left (for example) and I hit the space bar before anything, the ball stops moving left.
Check out my example so far!
I am using the KeyboardJS library to handle my key events:
KeyboardJS.on("left", function () {
cc();
x -= xv;
if (x < r) {
circle(x + width, y, r);
if (x + width <= width - r) {
x = x + width;
}
}
circle(x, y, r);
});
KeyboardJS.on("space", null, function () {
console.log("space!");
});
How could I get this behavior to stop so that when the space bar is hit, the ball jumps up but at the same time still moves to the left?
One thought added to everyone else's good ideas:
Separate your user input from your drawing.
Keyboarding:
If you’re having problems with KeyboardJS, check out Keydrown: http://jeremyckahn.github.io/keydrown/
Don’t do any drawing when capturing keys…just capture the user’s input of which direction they want the circle to go.
Set up an “direction” variable to hold how many times the user has pressed [left] or [right]:
var direction=0;
When [left] is pressed:
direction--;
When [right] is pressed:
direction++;
Direction is a net number. So if the user holds down the left key for 20 strokes and the right key for 15 strokes, direction will be -5 ( -20 + 15 ).
Set up an “altitude” variable to hold how many times the user has pressed [space]:
var altitude=0;
When [space] is pressed:
altitude-=10;
Altitude is a net number also.
Drawing:
Do all your drawing in a separate animation loop. Rather than using javascript’s setInterval, use the new and improved way of creating an imation loop -- requestAnimationFrame.
// set the starting circle positions
var currentX=canvas.width;
var currentY=canvas.height-r;
function animate(){
// even as we're executing this current animation loop
// request another loop for next time
requestAnimationFrame(animate);
// change the currentX position by the accumulated direction
currentX+=direction;
direction=0;
// change the currentY position by the accumulated altitude
currentY+=altitude;
altitude=0;
// draw the circle at its current position
cc();
circle(currentX,currentY,r);
// apply gravity to the circle
// to make it fall if its in the air
if(currentY<canvas.height-r){
currentY++;
}
}
Good Luck with your project!
What the problem is, is that if you press another key after pressing the first key, it will trigger that event, and stop triggering the other keydown event. This can be seen in this simplified example:
addEventListener('keydown',function(e) {console.log(e.keyCode, e.keyIdentifier)});
If you run that script, and then press left and then up, it will first show 37 Left a bunch of times, and then it'll show 32 U+0020 once and stop logging the left keydowns.
This is simply how the browser (and most other basic programs too) work. You can try doing the same thing in for example notepad, if you press the A key first, and then press space, it'll stop adding more As. This also means that you can't rely on key events (or key event libraries) to do this for you.
What you could do though, is make a global object that holds all keys that are pressed. For example:
window.KeysDown = {
37: false, //Left
39: false, //Right
38: false, //Up
40: false, //Down
32: false, //Space
};
addEventListener('keydown', function(e) {
var keyCode = e.keyCode||e.charCode||e.which;
if (keyCode == 32 && !window.KeysDown[keyCode])
onSpace();//This will only run when the spacebar is first pressed down.
if (window.KeysDown.hasOwnProperty(keyCode))
window.KeysDown[keyCode] = true;
});
addEventListener('keyup', function(e) {
var keyCode = e.keyCode||e.charCode||e.which;
if (window.KeysDown.hasOwnProperty(keyCode)) window.KeysDown[keyCode] = false;
});
var interval = setInterval(function() {
for (var i in window.KeysDown) {
if (window.KeysDown[i]) switch (i+'') {
case '37': onLeft(); break;
//case '38': window.KeysDown[i] && onUp(); break;
case '39': onRight(); break;
//case '40': window.KeysDown[i] && onDown(); break;
}
}
}, 50);
The syntax window.KeysDown[i] && onLeft() causes the onLeft function only to run if window.KeysDown[i] is true. I hope this solution works for you.
EDIT: I've changed the code to the working one. I've also made a JSFiddle that demonstrates this. The problem in my previous code was that apparently a switch doesn't handle integer values well, so I needed to convert i to a string.
EDIT: I've also added an extra part to the script that makes the onSpace function only run when the spacebar is first pressed down, and so that it won't run again until the spacebar is released and pressed again. I've also updated my JSFiddle to include these changes.
I would create a main function, which runs at a regular interval, and each time it runs, it updates the position of the circle based on what keys are currently down.
The main function can be done like this:
var keyDown = {};
function mainLoop() {
cc();
//pseudo code
if (keyDown["left"]) {
x -= 5;
}
if(keyDown["space"]) {
y -= 10;
}
// redraw circle at new location
circle(x,y,r);
}
setInterval(mainLoop, 30) //sets the function to be called every 30 milliseconds
// key event handler, first function handles the keydown, second function handles keyup
KeyboardJS.on("left", function() {
keyDown["left"] = true;
}, function() {
keyDown["left"] = false;
});
With this example, if the user had the left arrow key and space bar pressed when the mainLoop function ran, then the circle would move to the left 5 pixels, and up 10 pixels.
jsFiddle Demo
You are going to have to manually create a framework for this. KeyboardJS just wasn't cutting it. I guess I kind of set that up here. It uses an Action "class" coupled with key event triggers.
Action "class"
function Actions(){
this.count = 0;
this.running = {};
this.interval = undefined;
}
Actions.prototype.start = function(action){
if( typeof(this.running[action]) == "undefined"){
this[action]();
this.running[action] = action;
this.count++;
}
var me = this;
if( typeof(this.interval) == "undefined"){
this.interval = setInterval(function(){
for( var act in me.running ){
me[act]();
}
},50);
}
};
Actions.prototype.stop = function(action){
this.running[action] = void 0;
delete this.running[action];
this.count--;
if( this.count == 0 ){
clearInterval(this.interval);
this.interval = void 0;
};
};
Actions.prototype.left = function(){
cc();
x -= xv;
if (x < r) {
circle(x + width, y, r);
if (x + width <= width - r) {
x = x + width;
}
}
circle(x, y, r);
};
Actions.prototype.right = function(){
cc();
x += xv;
if (x >= width - r) {
circle((x - r) - (width - r), y, r);
if ((x - r) - (width - r) > r) {
x = (x - r) - (width - r);
}
}
circle(x, y, r);
};
Actions.prototype.space = function(){
cc();
y -= yv;
circle(x, y, r);
};
key event triggers
document.onkeydown = checkKeyDown;
function checkKeyDown(e) {
e = e || window.event;
if (e.keyCode == '37') {
// left arrow
actions.start("left");
}
if (e.keyCode == '39') {
// right arrow
actions.start("right");
}
if (e.keyCode == '32') {
// space bar
actions.start("space");
}
}
document.onkeyup = checkKeyUp;
function checkKeyUp(e) {
e = e || window.event;
if (e.keyCode == '37') {
// left arrow
actions.stop("left");
}
if (e.keyCode == '39') {
// right arrow
actions.stop("right");
}
if (e.keyCode == '32') {
// space bar
actions.stop("space");
}
}

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