i am trying to add a score to my game, whenever the cube passes through a gap it adds one to score. i have tried a few different methods but none of them worked for me. here is my script, i have all three html, css and javascript in there, sorry if it is a bit messy. thanks.
ps. i have to put more info in to this question to post it
var ctx
var pieceX = 200;
var pieceY = 400;
var pieceXX = 5;
var pieceYY = 5;
var length = 200;
var height = 0;
var myScore = 0;
document.getElementById("score").innerHTML = myScore;
function init() {
ctx = canvas.getContext('2d');
setInterval(draw,10);
document.getElementById('lose').style.visibility = "hidden";
}
function draw() {
ctx.clearRect(0,0,500,500);
ctx.beginPath();
ctx.fillStyle = "red";
ctx.fillRect(pieceX,pieceY,30,30);
ctx.fill();
ctx.beginPath();
ctx.fillStyle = "blue";
ctx.fillRect(0,height,length,30);
ctx.fill();
ctx.beginPath();
ctx.fillStyle = "blue";
ctx.fillRect(length + 50,height,500 - (length + 50), 30);
ctx.fill();
height ++
if (height > 500) {
height = 0;
length = Math.floor(Math.random()*400) + 50;
}
if (pieceY == height) {
if (pieceX < length || pieceX > length + 20) {
document.getElementById("lose").style.visibility = "visible";
}
myScore = myScore + 1;
}
}
function keyDown() {
var key = event.keyCode;
switch (key) {
case 37 : pieceX -= pieceXX;
break;
case 38 : pieceY -= pieceYY;
break;
case 39 : pieceX += pieceXX;
break;
case 40 : pieceY += pieceYY;
}
}
#canvas {
border: solid;
}
#lose {
position : absolute;
top: 40%;
left: 34%;
width : 167px;
background-color: red;
}
#score {
position : absolute;
top : -10px;
left : 90%;
}
<!DOCTYPE HTML>
<html>
<body onLoad="init()" onkeydown="keyDown()">
<canvas id="canvas" width="500" height="500"></canvas>
<h1 id="lose">YOU LOSE</h1>
<h1 id="score"></h1>
</body>
</html>
if (pieceY == height) {
if (pieceX < length || pieceX > length + 20) {
document.getElementById("lose").style.visibility = "visible";
}
//Here add
myScore = myScore +1;
document.getElementById("score").innerHTML = myScore;
}
To stop animations (set gameIsOver to true when you want to stop):
var stop,gameIsOver;
function init() {
ctx = canvas.getContext('2d');
stop = setInterval(draw,10);
document.getElementById('lose').style.visibility = "hidden";
}
function draw(){
if(gameIsOver){
clearInterval(stop);
}
}
to stop the draw founction, recording the interval id:
var interval_id;
function init() {
ctx = canvas.getContext('2d');
document.getElementById('lose').style.visibility = "hidden";
interval_id = setInterval(draw,10); // to record the interval id
}
and clear the interval by that id when lost:
if (pieceY == height) {
if (pieceX < length || pieceX > length + 20) {
// to stop the draw interval
clearInterval(interval_id);
document.getElementById("lose").style.visibility = "visible";
}
myScore = myScore + 1;
// to update the score to the view
document.getElementById("score").innerHTML = myScore;
}
restart the game:
function restart() {
// reset all variables that changed to it's initial value
pieceX = 200;
pieceY = 400;
height = 0;
myScore = 0;
// reset view
document.getElementById("score").innerHTML = myScore;
document.getElementById('lose').style.visibility = "hidden";
// start the interval loop(it will return a different id)
interval_id = setInterval(draw, 10); // to record the interval id
}
Related
I created game using Javascript following YouTube video game tutorial. Game works just fine, but I would like to add ability to enter nickname at the beginning of the game. After entering nickname and hitting play button the game would begin and nickname would display on the middle upper side of the screen. Then after loosing the game, window with score and play-again button should pop up. After clicking play-again button another game starts.
const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const collisionCanvas = document.getElementById('collisionCanvas');
const collisionCtx = collisionCanvas.getContext('2d');
collisionCanvas.width = window.innerWidth;
collisionCanvas.height = window.innerHeight;
//obsluga gry
let gameOver = false;
let score = 0;
ctx.font = '50px Impact';
let lives = 3;
let hit = false;
let clicked = false;
//setup spawnow
let timeToNextZombie = 0;
let zombieInterval = 400;
let lastTime = 0;
let zombies =[];
//myszka
let innerCursor = document.querySelector('.inner-cursor');
let outerCursor = document.querySelector('.outer-cursor');
document.addEventListener('mousemove', moveCursor)
function moveCursor(e){
let x = e.clientX;
let y = e.clientY;
innerCursor.style.left = `${x}px`;
innerCursor.style.top = `${y}px`;
outerCursor.style.left = `${x}px`;
outerCursor.style.top = `${y}px`;
}
class Zombie{
constructor(){
this.spriteWidth = 200; //szerkosc klatki zombie
this.spriteHeight = 312; //wyskosc klatki zombie
this.sizeModifier = Math.random()* 0.8 + 0.6; //mnożnik wielkości zombiaka
this.width = this.spriteWidth * this.sizeModifier;
this.height = this.spriteHeight * this.sizeModifier;
this.x = canvas.width;
this.y =Math.random() * (canvas.height -this.height); //spawn zombie od dolu do gory ekranu
this.directionX = Math.random() * 4 + 1; //predkosc zombiakow
if(Math.floor(Math.random() * 20) == 0) this.directionX = 10; //5% szans na szybkiego lopeza
this.markedForDeletion = false; //oznaczenie czy mozna usunac obiekt
this.image = new Image();
this.image.src = 'walkingdead.png';
this.frame = 0;
this.maxFrame = 8;
this.timeSinceFlap = 0;
this.flapInterval = Math.random()*50+50; //flipowanie kazdego inne
this.randomColors = [Math.floor(Math.random()*255), Math.floor(Math.random()*255), Math.floor(Math.random()*255)];
this.color = 'rgb(' + this.randomColors[0] + ',' + this.randomColors[1] + ',' + this.randomColors[2] + ')';
}
update(deltatime){
this.x -= this.directionX;
this.timeSinceFlap +=deltatime;
if (this.x < 0-this.width){
this.markedForDeletion = true;
} //zombiak jest poza zasiegiem
if (this.timeSinceFlap > this.flapInterval){
if (this.frame > this.maxFrame) this.frame = 0;
else this.frame++;
this.timeSinceFlap = 0;
}
if (this.x < 0 -this.width){
lives-=1;
if(lives == 0){
gameOver = true;
}
}
}
//rysowanie zombiaka
draw(){
collisionCtx.fillStyle = this.color;
collisionCtx.fillRect(this.x, this.y, this.width, this.height);
ctx.drawImage(this.image, this.frame * this.spriteWidth, 0, this.spriteWidth, this.spriteHeight, this.x, this.y, this.width, this.height);
}
}
function drawScore(){
//kordy scora
if(lives == 0){
ctx.font = '200px Impact';
ctx.fillText('☠️', 0, 170);
return;
}
ctx.fillStyle = 'white';
ctx.fillText('Score: ' + score, 55, 80);
if(lives == 3) ctx.fillText('❤ ❤ ❤', 55, 130);
if(lives == 2) ctx.fillText('❤ ❤', 55, 130);
if(lives == 1) ctx.fillText('❤', 55, 130);
}
function drawGameOver(){
drawScore();
ctx.font = "bold 100px serif";
ctx.textAlign = 'center';
ctx.fillStyle = 'red';
ctx.fillText("GAME OVER!", canvas.width/2, canvas.height/2)
ctx.fillText("Your score is " + score, canvas.width/2, 100 + canvas.height/2)
}
window.addEventListener('click', function(e){
const detectPixelColor = collisionCtx.getImageData(e.x, e.y, 1, 1);
const pc = detectPixelColor.data; //popieranie info o hitboxie zombie
zombies.forEach(object =>{
if(object.randomColors[0] === pc[0] && object.randomColors[1] === pc[1] && object.randomColors[2] === pc[2]){
object.markedForDeletion = true; //usunąć gościa z mapy
hit = true;
}
clicked = true;
})
});
//obsluga klatki
function animate(timestamp) {
if(clicked){
if(hit) score+=12
else score-=6;
clicked = false;
hit = false;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
collisionCtx.clearRect(0, 0, canvas.width, canvas.height);
let deltatime = timestamp - lastTime;
lastTime = timestamp;
timeToNextZombie += deltatime;
if (timeToNextZombie > zombieInterval){
zombies.push(new Zombie()); //tworzenie nowego zombiaka
timeToNextZombie = 0;
zombies.sort(function(a, b){
return a.width - b.width; //sort zeby mniejsze zombiaki byly za wiekszymi
})
};
drawScore();
//dla kazdego zombiaka przesuwamy zombiaka, object to pojedynczy (obiekt) zombiaka
[...zombies].forEach(object => object.update(deltatime));
[...zombies].forEach(object => object.draw());
zombies = zombies.filter(object => !object.markedForDeletion); //usuwanie zombiakow poza screenem
if(!gameOver) requestAnimationFrame(animate);
else{
drawScore();
drawGameOver();
}
}
animate(0);
*{
cursor: none;
}
canvas{
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-image: url('board-bg.jpg');
}
#collisionCanvas{
opacity: 0;
}
.inner-cursor{
position: fixed;
width: 15px;
height: 15px;
transform: translate(-50%, -50%);
background-color: white !important;
mix-blend-mode: difference;
border-radius: 50%;
pointer-events: none;
}
.outer-cursor{
position: fixed;
width: 70px;
height: 70px;
transform: translate(-50%, -50%);
border: 5px solid white;
mix-blend-mode: difference;
border-radius: 50%;
pointer-events: none;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Zadanie 12</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<canvas id="canvas2"></canvas>
<canvas id="collisionCanvas"></canvas>
<canvas id="canvas1"></canvas>
<div class="inner-cursor"></div>
<div class="outer-cursor"></div>
<script src="script.js"></script>
</body>
</html>
You have everything you need in that code...
let gameOver = false;
let zombies = [];
all we need is to change a bit your code to take advantage of those.
I'm not going to implement your "window with score and play-again button pop up" instead I'm going for a much simpler timeout to demonstrate how to restart your game.
The key point in your game that sets the "end" is the one below:
if (lives == 0) {
zombies = []
gameOver = true;
gameEnded = Date.now()
setTimeout(() => {
gameOver = false
lives = 3
}, 5000)
}
before you just had the gameOver now I'm doing a few more things, like that setTimeout that will restart the game in 5 seconds, restarting the game is just to set the gameOver back to false and give the user some lives.
Your function animate is where the drawing loop happens, I changed that a bit, now we no longer stop the loop but draw something else and we can add many conditions there:
function animate(timestamp) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (gameOver) {
drawGameOver();
} else if (abc < 20) {
drawABC();
} else if (def == "start_message") {
drawDEF();
} else {
...
}
requestAnimationFrame(animate)
}
Below is your simplified code with my additions
const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.width = canvas.height = 700;
let gameEnded = Date.now()
let gameOver = false;
let score = 0;
ctx.font = '50px Impact';
let lives = 3;
let hit = false;
let clicked = false;
let timeToNextZombie = 0;
let zombieInterval = 400;
let lastTime = 0;
let zombies = [];
class Zombie {
constructor() {
this.spriteWidth = 200; //szerkosc klatki zombie
this.spriteHeight = 312; //wyskosc klatki zombie
this.sizeModifier = Math.random() * 0.8 + 0.6; //mnożnik wielkości zombiaka
this.width = this.spriteWidth * this.sizeModifier;
this.height = this.spriteHeight * this.sizeModifier;
this.x = canvas.width;
this.y = Math.random() * (canvas.height - this.height); //spawn zombie od dolu do gory ekranu
this.directionX = Math.random() * 4 + 1; //predkosc zombiakow
if (Math.floor(Math.random() * 20) == 0) this.directionX = 10; //5% szans na szybkiego lopeza
this.markedForDeletion = false; //oznaczenie czy mozna usunac obiekt
//this.image = new Image();
//this.image.src = 'walkingdead.png';
this.frame = 0;
this.maxFrame = 8;
this.timeSinceFlap = 0;
this.flapInterval = Math.random() * 50 + 50; //flipowanie kazdego inne
}
update(deltatime) {
this.x -= this.directionX;
this.timeSinceFlap += deltatime;
if (this.x < 0 - this.width) {
this.markedForDeletion = true;
} //zombiak jest poza zasiegiem
if (this.timeSinceFlap > this.flapInterval) {
if (this.frame > this.maxFrame) this.frame = 0;
else this.frame++;
this.timeSinceFlap = 0;
}
if (this.x < 0 - this.width) {
lives -= 1;
if (lives == 0) {
zombies = []
gameOver = true;
gameEnded = Date.now()
setTimeout(() => {
gameOver = false
lives = 3
}, 5000)
}
}
}
draw() {
ctx.beginPath()
ctx.arc(this.x, this.y, 15, 0, 2 * Math.PI);
ctx.stroke()
}
}
function drawGameOver() {
ctx.beginPath()
ctx.font = "bold 100px serif";
ctx.textAlign = 'center';
ctx.fillStyle = 'red';
ctx.fillText("GAME OVER!", canvas.width / 2, canvas.height / 2)
ctx.fillText("Your score is " + score, canvas.width / 2, 100 + canvas.height / 2)
ctx.beginPath()
ctx.font = "bold 30px serif";
ctx.fillText("Game will restart in 5 seconds... " + String(Date.now()- gameEnded), canvas.width / 2, 100)
}
function animate(timestamp) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (gameOver) {
drawGameOver();
} else {
let deltatime = timestamp - lastTime;
lastTime = timestamp;
timeToNextZombie += deltatime;
if (timeToNextZombie > zombieInterval) {
zombies.push(new Zombie()); //tworzenie nowego zombiaka
timeToNextZombie = 0;
zombies.sort(function(a, b) {
return a.width - b.width; //sort zeby mniejsze zombiaki byly za wiekszymi
})
};
[...zombies].forEach(object => object.update(deltatime));
[...zombies].forEach(object => object.draw());
zombies = zombies.filter(object => !object.markedForDeletion);
}
requestAnimationFrame(animate)
}
animate(0);
<canvas id="canvas1"></canvas>
As of now, all I know to be certain is to set the global variable of 'paused' to be false. Adding an eventlistener and updating my loop function, etc. is where I am uncertain on implementation, otherwise the game is "finished" by all means!
var canvas = document.getElementById('canvas');
canvas.width = 1280;
canvas.height = 700;
var ctx = canvas.getContext('2d');
let obstacles = [];
var cancelMe = '';
let difficulty = 10;
let id;
let dis = 0;
let miles = 0;
let paused = false;
function getScore() {
let highScore = localStorage.getItem('highscore');
console.log('highscore is ', highScore);
document.getElementById('score').innerHTML = 'Highscore: ' + highScore + ' ft.';
}
getScore();
function saveScore(score) {
let highScore;
if (!isNaN(localStorage.getItem('highscore'))) {
highScore = localStorage.getItem('highscore');
} else {
highScore = 0;
}
console.log(highScore);
highScore = Math.max(score, highScore);
localStorage.setItem('highscore', highScore);
}
var img = new Image();
img.src = './images/background.jpg';
img.onload = function() {
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
};
var durianImg = new Image();
durianImg.src = './images/durian.png';
durianImg.onload;
var backgroundImage = {
img: img,
x: 0,
speed: -1.5,
move: function() {
backgroundImage.x += this.speed;
backgroundImage.x %= canvas.width;
sprite.distance += 0.2;
},
draw: function() {
ctx.drawImage(this.img, this.x, 0);
if (this.speed < 0) {
ctx.drawImage(this.img, this.x + canvas.width, 0);
} else {
ctx.drawImage(this.img, this.x - this.img.width, 0);
}
}
};
var timeFalling = 0;
function clamp(num, min, max) {
return num <= min ? min : num >= max ? max : num;
}
var sprite = {
name: 'Mr. Sprite',
x: 2,
y: 528,
distance: 0,
int: null,
moveLeft: function() {
sprite.x -= 30;
sprite.x = clamp(this.x, 0, 1280);
sprite.distance -= 30;
},
moveRight: function() {
sprite.x += 30;
sprite.x = clamp(this.x, 0, 1230);
sprite.distance += 30;
},
moveUp: function() {
if ((sprite.y = 528)) {
sprite.y -= 70;
this.beginFall();
}
},
beginFall: function() {
clearInterval(this.int);
timeFalling = 0;
this.int = setInterval(function() {
timeFalling = timeFalling + 1;
}, 10);
},
draw: function() {
spriteImg = new Image();
spriteImg.src = './images/sprite.png';
ctx.drawImage(spriteImg, sprite.x, sprite.y, 50, 60);
},
fall: function() {
if (this.y < 528) {
this.y += 9.8 * timeFalling / 150;
} else {
clearInterval(this.int);
this.y = 528;
}
}
};
class obstacle {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
fall() {
if (this.y < 528) {
this.y++;
}
}
}
document.onkeydown = function(e) {
switch (e.keyCode) {
case 37:
case 65:
sprite.moveLeft();
console.log('left', sprite);
break;
case 38:
case 87:
case 32:
sprite.moveUp();
console.log('right', sprite);
break;
case 39:
case 68:
sprite.moveRight();
console.log('right', sprite);
break;
}
};
function checkCollision(obstacle) {
if (obstacle.y + 60 > sprite.y && obstacle.y < sprite.y + 60) {
if (obstacle.x + 50 < sprite.x + 50 && obstacle.x + 50 > sprite.x) {
console.log('Collision');
gameOver();
} else if (obstacle.x < sprite.x + 41 && obstacle.x > sprite.x) {
console.log('Collision');
gameOver();
}
}
}
function updateCanvas() {
backgroundImage.move();
ctx.clearRect(0, 0, canvas.width, canvas.height);
backgroundImage.draw();
dis++;
if (dis % 20 == 0) {
miles++;
}
ctx.fillStyle = '#606060';
ctx.fillText('Distance Traversed: ' + miles + ' ft.', 540, 40);
sprite.draw();
sprite.fall();
if (dis % 40 == 0) {
obstacles.push(randomObstacle());
}
for (let i = 0; i < obstacles.length; i++) {
obstacles[i].draw();
obstacles[i].fall();
checkCollision(obstacles[i]);
if (obstacles[i].y > 520) obstacles.splice(i, 1);
}
}
function startGame() {
difficulty = Number(document.querySelector('#diffSelect').value);
id = setInterval(updateCanvas, difficulty);
startGameButton.disabled = true;
init();
loop();
}
var startGameButton = document.getElementById('startGameButton');
startGameButton.onclick = startGame;
function restartGame() {
clearInterval(id);
obstacles = [];
var timeFalling = 0;
sprite.x = 2;
sprite.y = 528;
sprite.distance = 0;
sprite.int = null;
dis = 0;
miles = 0;
fallSpeed = 1.0005;
startGameButton.disabled = false;
ctx.fillStyle = 'white';
ctx.font = '18px serif';
ctx.clearRect(0, 0, canvas.width, canvas.height);
backgroundImage.draw();
audio.pause();
location.reload();
}
var retryGameButton = document.getElementById('retryGameButton');
retryGameButton.onlick = restartGame;
ctx.fillStyle = 'white';
ctx.font = '18px serif';
function randomObstacle() {
let x = Math.random() * canvas.width;
let y = 0;
return new Durian(x, y);
}
let fallSpeed = 1.0003;
setInterval(function() {
fallSpeed += 0.0008; // tweak this to change how quickly it increases in difficulty
// console.log(fallSpeed);
}, 8000); // timer at which it gets harder
class Durian {
constructor(x, y) {
this.x = x;
this.y = y;
}
draw() {
ctx.drawImage(durianImg, this.x, this.y, 50, 60);
}
fall() {
if (this.y < 528) this.y = (this.y + 1) ** fallSpeed;
this.x -= 1.5;
}
}
var hotbod = document.querySelector('body');
function doStuff() {
hotbod.className += ' animate';
}
window.onload = function() {
doStuff();
};
function gameOver() {
clearInterval(id);
ctx.fillStyle = '#606060';
ctx.font = '70px Anton';
ctx.fillText('GAME OVER', 430, 300);
console.log('save ', miles);
saveScore(miles);
audio.pause();
new Audio('sounds/game_over.wav').play();
}
function init() {
audio = document.getElementById('audio');
// add listener function to loop on end
audio.addEventListener('ended', loop, false);
// set animation on perpetual loop
setInterval(animate);
}
function loop() {
audio.play();
}
And for my index.html where the buttons are displayed:
<div id="menu">
<div class="custom-select instruct">
<select id="diffSelect">
<option value="6.5">Easy</option>
<option value="5.5">Medium</option>
<option value="4.5">Hard</option>
<option value="3">Extreme</option>
</select>
</div>
<input id="startGameButton" type="button" class="instruct" onclick="startGame()" value="Start" />
<input id="retryGameButton" type="button" class="instruct" onclick="restartGame()" value="Reset" />
<p class="disclaimer">DISCLAIMER: Once you wipe out, hit reset & change to a higher difficulty if you dare, then hit start to play again!</p>
</div>
Try the following
btw any ... represents your code I didn't include to save space
...
let gameRunning = false;
...
document.onkeydown = function(e) {
switch (e.keyCode) {
case 80:
if(gameRunning) {
paused = !paused;
startGameButton.value = paused ? "Un-Pause" : "Pause";
}
break;
...
}
};
...
function startGame() {
if(gameRunning){
paused = !paused;
startGameButton.value = paused ? "Un-Pause" : "Pause";
}
else {
difficulty = Number(document.querySelector('#diffSelect').value);
id = setInterval(updateCanvas, difficulty);
gameRunning = true;
startGameButton.value = "Pause";
init();
loop();
}
}
...
I have the following code that makes the player jump when you press the up arrow key (sorry it's long):
class Vec {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
}
class Rect {
constructor(w, h) {
this.pos = new Vec;
this.size = new Vec(w, h);
this.vel = new Vec;
this.last = new Vec;
}
}
class Player extends Rect {
constructor() {
super(40, 40);
}
}
// setup
const backgroundContext = document.getElementById("backgroundCanvas").getContext("2d");
const groundContext = document.getElementById("groundCanvas").getContext("2d");
const objectContext = document.getElementById("objectCanvas").getContext("2d");
const WIDTH = 600;
const HEIGHT = 400;
const GROUND_Y = 50;
const player = new Player;
player.pos.x = 100;
player.pos.y = 390;
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.x = 0;
let isJumping = true;
const JUMP_STRENGTH = -300;
const GRAVITY = 10;
function update(dt) {
// update player
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.y += GRAVITY;
player.pos.y += player.vel.y * dt;
player.pos.y = Math.round(player.pos.y);
document.addEventListener("keydown", (e) => {
if (e.keyCode === 38 && isJumping === false) {
isJumping = true;
player.vel.y = JUMP_STRENGTH;
}
}, false);
if (player.pos.y > HEIGHT - GROUND_Y - player.size.y) {
isJumping = false;
player.pos.y = HEIGHT - GROUND_Y - player.size.y;
player.vel.y = 0;
}
}
function draw() {
// draw background
backgroundContext.fillStyle = "#000";
backgroundContext.fillRect(0, 0, WIDTH, HEIGHT);
// draw ground
objectContext.clearRect(0, HEIGHT - GROUND_Y, WIDTH, GROUND_Y);
groundContext.fillStyle = "#00ff00";
groundContext.fillRect(0, HEIGHT - GROUND_Y, WIDTH, GROUND_Y);
// draw player
objectContext.clearRect(player.last.x, player.last.y, player.size.x, player.size.y);
objectContext.fillStyle = "#fff";
objectContext.fillRect(player.pos.x, player.pos.y, player.size.x, player.size.y);
}
// game loop
const TIMESTEP = 1 / 60;
let accumulator = 0;
let lastRender = 0;
function loop(timestamp) {
accumulator += (timestamp - lastRender) / 1000;
lastRender = timestamp;
while (accumulator >= TIMESTEP) {
update(TIMESTEP);
draw();
accumulator -= TIMESTEP;
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
canvas {
position: absolute;
left: 0;
top: 0;
}
<!DOCTYPE html>
<html>
<head>
<title>Jump_Over_It</title>
<link href="css/default.css" rel="stylesheet" />
</head>
<body>
<canvas style="z-index: 0;" id="backgroundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 1;" id="groundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 2;" id="objectCanvas" width="600" height="400"></canvas>
<script src="js/main.js"></script>
</body>
</html>
I have three questions:
1) If you wait for about a minute, you start to notice that the performance starts to decrease. Why is this happening?
2) Why does the performance significantly drop when you hold the up arrow key?
3) In the game loop, I did:
while (accumulator >= TIMESTEP) {
update(TIMESTEP);
draw();
accumulator -= TIMESTEP;
}
Is it OK to put the draw() function in the same while loop as the update() function?
If you know what to do, please let me know.
For questions 1 and 2:
This is Because you are adding a new EventListener in a while loop, itself in a requestAnimationFrame loop.
I won't even calculate the number of event handlers that are attached, nor run this snippet, but do not touch your keyboard because there could be Zillions handlers executing serially there.
To fix this properly, move your addEventListener call out of these loops, you only need to call it once.
For question 3:
It is not clear why you even need this while loop at all. Would be better to actually calculate the new position directly rather than updating in a loop like that.
But at least, no. You should not call draw inside this while loop since every call will negate previous ones. So call it only once at the end of your rAF handler.
Also, note that instead of clearing on the part where your object is, you'd be better clearing the whole canvas everytime, and you might even consider moving all your drawings on a single canvas, since the compositing you thought you'd win by having three canvases actually still happens when painting the 3 DOM Elements on screen.
class Vec {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
}
class Rect {
constructor(w, h) {
this.pos = new Vec;
this.size = new Vec(w, h);
this.vel = new Vec;
this.last = new Vec;
}
}
class Player extends Rect {
constructor() {
super(40, 40);
}
}
// setup
const backgroundContext = document.getElementById("backgroundCanvas").getContext("2d");
const groundContext = document.getElementById("groundCanvas").getContext("2d");
const objectContext = document.getElementById("objectCanvas").getContext("2d");
const WIDTH = 600;
const HEIGHT = 400;
const GROUND_Y = 50;
const player = new Player;
player.pos.x = 100;
player.pos.y = 390;
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.x = 0;
let isJumping = true;
const JUMP_STRENGTH = -300;
const GRAVITY = 10;
function update(dt) {
// update player
player.last.x = player.pos.x;
player.last.y = player.pos.y;
player.vel.y += GRAVITY;
player.pos.y += player.vel.y * dt;
player.pos.y = Math.round(player.pos.y);
if (player.pos.y > HEIGHT - GROUND_Y - player.size.y) {
isJumping = false;
player.pos.y = HEIGHT - GROUND_Y - player.size.y;
player.vel.y = 0;
}
}
document.addEventListener("keydown", (e) => {
if (e.keyCode === 38 && isJumping === false) {
e.preventDefault();
isJumping = true;
player.vel.y = JUMP_STRENGTH;
}
}, false);
function draw() {
// draw background
backgroundContext.fillStyle = "#000";
backgroundContext.fillRect(0, 0, WIDTH, HEIGHT);
// draw ground
groundContext.clearRect(0, 0, WIDTH, HEIGHT);
groundContext.fillStyle = "#00ff00";
groundContext.fillRect(0, HEIGHT - GROUND_Y, WIDTH, GROUND_Y);
// draw player
objectContext.clearRect(0, 0, WIDTH, HEIGHT); objectContext.fillStyle = "#fff";
objectContext.fillRect(player.pos.x, player.pos.y, player.size.x, player.size.y);
}
// game loop
const TIMESTEP = 1 / 60;
let accumulator = 0;
let lastRender = 0;
function loop(timestamp) {
accumulator += (timestamp - lastRender) / 1000;
lastRender = timestamp;
while (accumulator >= TIMESTEP) {
accumulator -= TIMESTEP;
update(TIMESTEP);
}
draw();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
canvas {
position: absolute;
left: 0;
top: 0;
}
<!DOCTYPE html>
<html>
<head>
<title>Jump_Over_It</title>
<link href="css/default.css" rel="stylesheet" />
</head>
<body>
<canvas style="z-index: 0;" id="backgroundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 1;" id="groundCanvas" width="600" height="400"></canvas>
<canvas style="z-index: 2;" id="objectCanvas" width="600" height="400"></canvas>
<script src="js/main.js"></script>
</body>
</html>
I'm trying to figure out how I can add a start button to play a javascript game by replacing the audio in the background. I came across this game, the way it works is as soon as you load the page the music plays in the background and the games already started. When I removed the audio link, the game paused after the players 3 lives are up, if I leave the audio in, then when the 3 lives are up you can see your points and a pop up message, can someone please help me understand this
here is a link to the game so you can look at the code and understand what I'm trying to say : https://jsfiddle.net/74nbrdak/embedded/result/
<div>
<canvas id="canvas" width="1000" height="500"></canvas>
</div>
<audio id="background-music" preload="auto" autoplay loop>
<source
src="https://dl.dropbox.com/s/5r3iu7kjsl0mx81/Wildfire%20Cut%20Loopable.wav" type="audio/wav">
function ShowGamesFinished() {
var message = gamesfinished[Math.floor(Math.random() * gamesfinished.length)];
document.getElementById("background-music").pause();
When I removed the audio link, the game paused after the players 3 lives are up, if I leave the audio in, then when the 3 lives are up you can see your points and a pop up message, can someone please help me understand this
So, In the second scenario when the audio element is on the page, the game works just as the creator intended.
In the first scenario when the audio element isn't on the page, the game works fine until the function that handles the game over is called. What causes the problem in that function is this line document.getElementById("background-music").pause();. Since the audio element doesn't exist, it throws an error and the game over screen isn't drawn. Hope that this helps
If you are using pure javascript Without any external libraries, you can initialize your canvas and on a click of the button you can start animating the canvas and your game starts.
let me know If you don't get my answer.
At first glance, removing the audio tag should not have any effect at all on the javascript. The audio plays upon openeing the page because the audio tag has the autoplay attribute.
All of the javascript code seems to be just within a script tag, so it will also autorun once the page gets opened. What you could try is wrapping the entire code from the fiddle into a function and just bind it to your button.
Something like:
<!DOCTYPE html>
<html lang="en">
<head>
<style>
h1 {
font-family: Architects Daughter;
text-align: center;
font-size: 48pt;
margin-top: 50px;
margin-bottom: 0px;
}
h2 {
font-family: Architects Daughter;
text-align: center;
font-size: 28pt;
margin-top: 0px;
margin-bottom: 50px;
}
span {
display: block;
font-family: Arial;
text-align: center;
margin-bottom: 2px;
}
div {
display: flex;
justify-content: space-around;
}
canvas {
border: 2px solid #CC3333;
}
</style>
</head>
<body>
<div>
<canvas id="canvas" width="640" height="360"></canvas>
</div>
<button id="start_game">Start</button>
<script>
var run_game = function() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var updateTime = 20; // Milliseconds
var keys = [false, false, false];
var score = 0;
var kills = 0;
// Player Size = 50x18
var playerHealth = 3;
var playerX = WIDTH / 2;
var playerY = HEIGHT - 20;
var playerSpeed = 6;
var lazerSpeed = 16;
var lazerReloadDistance = playerY - 120;
var lazerLoaded = true;
var lazers = [];
var letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
var maxEnemies = 12;
var enemySpeed = 4;
var enemies = [];
function Clear() {
ctx.fillStyle = "#404040";
ctx.fillRect(0, 0, WIDTH, HEIGHT);
}
function DrawHealth(health) {
ctx.fillStyle = "#E52B50";
ctx.shadowColor = "#E52B50";
ctx.shadowBlur = 15;
ctx.font = "18px Arial";
ctx.textAlign = "start";
var hearts = "";
if (health == 3) {
hearts = "<3 <3 <3";
}
else if (health == 2) {
hearts = "<3 <3 X";
}
else if (health == 1) {
hearts = "<3 X X";
}
else {
hearts = "X X X";
}
ctx.fillText(hearts, 10, 25);
}
function DrawScore() {
ctx.fillStyle = "#FFFF00";
ctx.shadowColor = "#FFFF00";
ctx.shadowBlur = 15;
ctx.font = "18px Arial";
ctx.textAlign = "end";
ctx.fillText(score, WIDTH - 10, 25);
}
function DrawPlayer(x, y) {
ctx.fillStyle = "#1E90FF";
ctx.shadowColor = "#1E90FF";
ctx.shadowBlur = 15;
ctx.font = "24px Arial";
ctx.textAlign = "center";
ctx.fillText("</^\\>", x, y);
}
function Lazer() {
this.x = playerX;
this.y = playerY - 38;
this.draw = function() {
ctx.fillStyle = "#FFFF00";
ctx.shadowColor = "#FFFF00";
ctx.shadowBlur = 15;
this.y -= lazerSpeed;
ctx.fillRect(this.x, this.y, 2, 18);
}
}
function DrawLazers() {
// Check if the last lazer fired is far enough away to fire another
if (lazers.length != 0) {
if (lazers[lazers.length - 1].y <= lazerReloadDistance) {
lazerLoaded = true;
}
}
else {
lazerLoaded = true;
}
for (var i = 0; i < lazers.length; i++) {
var currentLazer = lazers[i];
// Still on screen
if (currentLazer.y > -20) {
currentLazer.draw();
}
else {
lazers.splice(i, 1);
}
}
}
function Enemy(x) {
this.x = x;
this.y = 0;
this.health = Math.ceil(Math.random() * 4);
this.speed = enemySpeed / this.health;
var letterIndex = Math.floor(Math.random() * letters.length);
this.letter = letters.substr(letterIndex, 1);
this.size = 24 + (this.health * 4); // Font size based on health
ctx.font = this.size+"px Arial";
this.width = ctx.measureText(this.letter).width;
this.height = this.size * 0.75; // Approximate height;
this.draw = function() {
ctx.fillStyle = "#FF0040";
ctx.shadowColor = "#FF0040";
ctx.shadowBlur = 15;
ctx.font = this.size+"px Arial";
ctx.textAlign = "center";
this.y += this.speed;
ctx.fillText(this.letter, this.x, this.y);
}
}
function DrawEnemies() {
// Spawn new enemies
if (Math.random() <= 0.05 && enemies.length < maxEnemies) {
var randX = 40 + Math.floor(Math.random() * (WIDTH - 80));
enemies.push(new Enemy(randX));
}
for (var i = 0; i < enemies.length; i++) {
var currentEnemy = enemies[i];
if (currentEnemy.health <= 0) {
enemies.splice(i, 1);
score += 25;
kills++;
continue;
}
// Put enemies that passed the player back at the top
if (currentEnemy.y > HEIGHT + currentEnemy.height) {
currentEnemy.y = 0;
continue;
}
currentEnemy.draw();
}
}
var gameOverMessages = [
"You're in a better place",
"You're Cooked!",
"You gave it your all",
"At least you tried",
"You're Ruined!",
"You're Finished!"
];
function DrawGameOver() {
var message = gameOverMessages[Math.floor(Math.random() * gameOverMessages.length)];
// after deleting the audio element, this doesnt work anymore.
// document.getElementById("background-music").pause();
ctx.fillStyle = "#505050";
ctx.shadowColor = "#505050";
ctx.shadowBlur = 15;
ctx.fillRect(50, (HEIGHT / 2) - 100, WIDTH - 100, 200)
ctx.fillStyle = "#FFFFFF";
ctx.shadowColor = "#FFFFFF";
ctx.shadowBlur = 15;
ctx.textAlign = "center";
ctx.font = "36pt Arial";
ctx.fillText(message, WIDTH / 2, HEIGHT / 2 - 40);
ctx.textAlign = "end";
ctx.font = "18pt Arial";
ctx.fillText("Final Score - ", WIDTH / 2, HEIGHT / 2 + 30);
ctx.textAlign = "start";
ctx.fillStyle = "#FFFF00";
ctx.shadowColor = "#FFFF00";
ctx.fillText(score, WIDTH / 2, HEIGHT / 2 + 30);
ctx.fillStyle = "#FFFFFF";
ctx.shadowColor = "#FFFFFF";
ctx.textAlign = "end";
ctx.font = "18pt Arial";
ctx.fillText("Total Kills - ", WIDTH / 2, HEIGHT / 2 + 60);
ctx.textAlign = "start";
ctx.fillStyle = "#FF0040";
ctx.shadowColor = "#FF0040";
ctx.fillText(kills, WIDTH / 2, HEIGHT / 2 + 60);
}
////////////////////
// Core Functions //
////////////////////
var collidedEnemyIndex = -1;
function CheckCollision() {
for (var i = 0; i < enemies.length; i++) {
var currentEnemy = enemies[i];
// Check if enemy hits player. The 2 is to account for the text width of the player
if (
currentEnemy.x <= playerX - 2 + 25 + (currentEnemy.width / 2) &&
currentEnemy.x >= playerX - 2 - 25 - (currentEnemy.width / 2) &&
currentEnemy.y >= playerY - 18 &&
currentEnemy.y <= playerY + currentEnemy.height &&
collidedEnemyIndex != enemies.indexOf(currentEnemy)
)
{
collidedEnemyIndex = enemies.indexOf(currentEnemy);
playerHealth--;
}
// Reset the index of the enemy colliding with the player
if (collidedEnemyIndex == enemies.indexOf(currentEnemy) && currentEnemy.y < HEIGHT / 2) {
collidedEnemyIndex = -1;
}
for (var j = 0; j < lazers.length; j++) {
var currentLazer = lazers[j];
if (
currentLazer.x <= currentEnemy.x + (currentEnemy.width / 2) &&
currentLazer.x >= currentEnemy.x - (currentEnemy.width / 2) &&
currentLazer.y <= currentEnemy.y
)
{
currentEnemy.health--;
score += 10;
lazers.splice(lazers.indexOf(currentLazer), 1);
}
}
}
}
function HandleInput() {
if (keys[0] == true && keys[1] == false && playerX <= WIDTH - 30) {
playerX += playerSpeed;
}
if (keys[1] == true && keys[0] == false && playerX >= 30) {
playerX -= playerSpeed;
}
if (keys[2]) {
if (lazerLoaded) {
lazers.push(new Lazer());
lazerLoaded = false;
}
}
}
function KeysDown(e) {
e.preventDefault();
// Right
if (e.keyCode == 39) {
keys[0] = true;
}
// Left
else if (e.keyCode == 37) {
keys[1] = true;
}
// Up/Fire
if (e.keyCode == 38) {
keys[2] = true;
}
}
function KeysUp(e) {
// Right
if (e.keyCode == 39) {
keys[0] = false;
}
// Left
else if (e.keyCode == 37) {
keys[1] = false;
}
// Up/Fire
if (e.keyCode == 38) {
keys[2] = false;
}
}
document.addEventListener("keydown", KeysDown, true);
document.addEventListener("keyup", KeysUp, true);
function Update() {
Clear();
HandleInput();
CheckCollision();
DrawEnemies();
DrawLazers();
DrawPlayer(playerX, playerY);
DrawHealth(playerHealth);
DrawScore();
if (playerHealth <= 0) {
clearInterval(gameLoop);
DrawGameOver();
}
}
var gameLoop = setInterval(Update, updateTime);
};
document.querySelector( '#start_game' ).addEventListener( 'click', run_game );
</script>
</body>
</html>
I am new to Javascript. I am trying to make a canvas game similar to Snake, but without the fruits.
The game is over if the player crosses his own path. The following is my code. Do you know how can I determine when the red rectangle crosses its own path and use the game over function?
Thank you!
var player;
var touch = 0;
function startGame() {
myGameArea.start();
player = new component(30, 30, "red", 270, 270);
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 600;
this.canvas.height = 600;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function(e) {
myGameArea.key = e.keyCode;
})
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y) {
this.gamearea = myGameArea;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.newPos = function() {
this.x += this.speedX;
this.y += this.speedY;
}
}
function updateGameArea() {
/*myGameArea.clear();*/
player.speedX = 0;
player.speedY = 0;
if (myGameArea.key == 37) {
player.speedX = -10;
}
if (myGameArea.key == 39) {
player.speedX = 10;
}
if (myGameArea.key == 38) {
player.speedY = -10;
}
if (myGameArea.key == 40) {
player.speedY = 10;
}
if (player.x <= 0 || player.x >= 570 || player.y <= 0 || player.y >= 570) { //When the player goes out of the canvas
gameOver();
}
player.newPos();
player.update();
}
function gameOver() {
var r = confirm("GAME OVER. Restart?");
if (r == true) {
window.location.reload();
} else {
window.open("https://www.google.ca");
}
}
canvas {
padding-left: 0;
padding-right: 0;
margin-left: auto;
margin-right: auto;
display: block;
background-color: #000;
}
<body onload="startGame()">
</body>
Array as a Queue.
The way this game is traditionally done is using a special array type called a queue. Like a real queue you have items added at one end and removed at the other, or first in first out.
Javascript does not have a special array type for a queue but it has all the functions needed to implement a queue.
Push and shift
Array.push(item); // pushes an item onto the top of the array
Array.shift(); // removes an item from the start of the queue
So for the snake game imagine the head as the end of the queue. Every time it moves one forward you place another item on the queue. At the other end you remove an item if the length of the array is longer than the snake length;
var snake = [];
var snakeLength = 10;
function snakeMove(x,y){ // position to move head
checkForHit(x,y); // see below
snake.push({x:x,y:y}); // put another headpiece on the queue
if(snake.length > snakeLength){ // is the length longer than it should be
snake.shift(); // remove a tail item
}
}
To draw the snake you just iterate each part drawing it at the X,y position
To test if the snake has run its self over use the following function
function checkForHit(x,y){
for(var i = 0; i < snake.length; i++){
if(snake[i].x === x && snake[i].y === y){
// Snake has hit its self
}
}
}
When the snake eats something it traditionally grows in length. this is easily done by simply increasing the length variable. snakeLength += 1 makes the queue longer.
And a demo as i have not played the game in so long why not.
"use strict";
var score = 0;
var canvas = document.createElement("canvas");
var scoreE = document.createElement("div");
scoreE.style.color = "white";
scoreE.style.font = "16px arial";
scoreE.style.position = "absolute";
scoreE.style.top = "10px";
scoreE.style.left = "10px";
scoreE.style.width = "600px";
scoreE.style.textAlign = "center";
scoreE.textContent = "Click canvas area to get focus";
canvas.width = 600;
canvas.height = 200;
var ctx = this.canvas.getContext("2d");
document.body.appendChild(canvas);
document.body.appendChild(scoreE);
var lastKeyDown = 0;
window.addEventListener('keydown', function(e) {
lastKeyDown = e.keyCode;
e.preventDefault()
})
var snakePartSize = 8;
var playWidth = canvas.width /snakePartSize;
var playHeight = canvas.height /snakePartSize;
var snake = [];
var snakeLength = 10;
var snakePosX = 0;
var snakePosY = 0;
var snakeDirX = 0;
var snakeDirY = 0;
var snakeSpeed = 16; // number of frame between moves
var gameOver = true;
var instDrawn = false;
var food = [];
var foodFreq = 60;
var yum = 0;
var yumCol = ["red","orange","yellow"];
function startSnake(){
ctx.fillStyle = "black";
ctx.fillRect(0,0,canvas.width,canvas.height);
snakePosX = Math.floor(playWidth / 2);
snakePosY = Math.floor(playHeight / 2);
snakeDirX = 0;
snakeDirY = 0;
snakeLength = 10;
snake = [];
snakeSpeed = 16;
move(snakePosX,snakePosY); // set first pos
food = [];
score = 0;
}
function testHit(x,y){
if(x < 0 || y < 0 || y >= playHeight || x >= playWidth ){
return true;
}
for(var i = 0; i < snake.length; i ++){
if(snake[i].x === x && snake[i].y === y){
return true;
}
}
}
function testFood(x,y){
for(var i = 0; i < food.length; i ++){
if(food[i].x === x && food[i].y === y){
food.splice(i,1);
i --;
yum = 4;
score += 100;
snakeLength += 1;
if(snakeLength % 4 === 0){
snakeSpeed -= snakeSpeed > 1 ? 1:0;
}
}
}
}
function addFood(){
var x = Math.floor(Math.random() * playWidth );
var y = Math.floor(Math.random() * playHeight );
if(!testHit(x,y)){
food.push({x:x,y:y});
drawFood();
}
}
function move(x,y){
if(testHit(x,y)){
gameOver = true;
return;
}
testFood(x,y);
snake.push({x : x, y : y});
drawSnakeHead();
if(snake.length > snakeLength){
drawSnakeTail();
snake.shift();
}
}
function drawYum(){
for(var i = 0; i < snake.length; i ++){
ctx.fillStyle = yumCol[yum];
ctx.fillRect(snake[i].x*snakePartSize, snake[i].y*snakePartSize, snakePartSize, snakePartSize);
}
}
function drawFood(){
var f = food[food.length-1];
ctx.fillStyle = "green";
ctx.fillRect(f.x*snakePartSize, f.y*snakePartSize, snakePartSize, snakePartSize);
}
function drawSnakeHead(){
var head = snake[snake.length-1];
ctx.fillStyle = "red";
ctx.fillRect(head.x*snakePartSize, head.y*snakePartSize, snakePartSize, snakePartSize);
}
function drawSnakeTail(){
var head = snake[0];
ctx.fillStyle = "black";
ctx.fillRect(head.x*snakePartSize, head.y*snakePartSize, snakePartSize, snakePartSize);
}
var counter = 0;
function update(){
counter += 1;
if(!gameOver){
if(snakeDirX === 0){
if(lastKeyDown === 37){ // left
snakeDirX = -1;
snakeDirY = 0;
}
if(lastKeyDown === 39){ // right
snakeDirX = 1;
snakeDirY = 0;
}
}
if(snakeDirY === 0){
if(lastKeyDown === 38){ // up
snakeDirY = -1;
snakeDirX = 0;
}
if(lastKeyDown === 40){ // down
snakeDirY = 1;
snakeDirX = 0;
}
}
lastKeyDown = 0;
if(counter % foodFreq ===0){
addFood();
}
if(counter % snakeSpeed === 0){
snakePosX += snakeDirX;
snakePosY += snakeDirY;
score += 1;
move(snakePosX ,snakePosY);
}
if((counter % 2 === 0) && yum > 0){
yum -= 1;
drawYum();
}
scoreE.textContent = "Score : "+ score;
}
if(gameOver){
if(!instDrawn){
instDrawn = true;
ctx.fillStyle = "white";
ctx.font = "32px arial";
ctx.textAlign = "center";
ctx.fillText("GAME OVER",canvas.width /2, canvas.height /2);
ctx.font = "16px arial";
ctx.fillText("Press a direction key to start.",canvas.width /2, canvas.height /2+32);
}
if(lastKeyDown >= 37 && lastKeyDown <= 40){
gameOver = false;
instDrawn = false;
counter = -1;
startSnake();
}
}
requestAnimationFrame(update);
}
requestAnimationFrame(update);
startSnake();