var keys = new Array();
var direction;
var direction;
var iNr = 0;
$(document).ready(function(){
looper();
$("#demo1").css("margin-top", 400 + "px");
$("#demo2").css("margin-left", 380 + "px");
myFunction();
});
function myFunction()
{
iNr = iNr + 0.5;
$("#main").css("transition","all 0.1s");
$("#main").css("transform","rotate(" + iNr + "deg)");
setTimeout(function()
{
myFunction();
}, 50);
}
function looper()
{
var p =$("#circle");
var offset = p.offset();
var t =$(".red");
var roffset = t.offset();
var rect1 = {x: offset.left, y: offset.top, width: p.width(), height: p.height()}
var rect2 = {x: roffset.left, y: roffset.top, width: t.width(), height: t.height()}
if (rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.height + rect1.y > rect2.y) {
console.log("now");
}
if(direction == "left")
{
if(offset.left - 50 > 0)
{
$("#circle").css("left", ($("#circle").position().left - 2) + "px");
}
}
if(direction == "up")
{
if(offset.top - 50 > 0)
{
$("#circle").css("top", ($("#circle").position().top - 2) + "px");
}
}
if(direction == "right")
{
if((offset.left + 50) < $(window).width())
{
$("#circle").css("left", ($("#circle").position().left + 2) + "px");
}
}
if(direction == "down")
{
if((offset.top + 50) < $(window).height())
{
$("#circle").css("top", ($("#circle").position().top + 2) + "px");
}
}
ID=window.setTimeout("looper();", 1);
}
$(document).keyup(function(event) {
if (event.keyCode == 37)
{
var index = keys.indexOf("37");
keys.splice(index, 1);
direction = "";
}
if (event.keyCode == 38)
{
var index = keys.indexOf("38");
keys.splice(index, 1);
direction = "";
}
if (event.keyCode == 39)
{
var index = keys.indexOf("39");
keys.splice(index, 1);
direction = "";
}
if (event.keyCode == 40)
{
var index = keys.indexOf("40");
keys.splice(index, 1);
direction = "";
}
});
$(document).keydown(function(event) {
if (event.keyCode == 37)
{
keys.push("37");
direction = "left";
}
if (event.keyCode == 38)
{
keys.push("38");
direction = "up";
}
if (event.keyCode == 39)
{
keys.push("39");
direction = "right";
}
if (event.keyCode == 40)
{
keys.push("40");
direction = "down";
}
});
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>test</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</head>
<body style="background-color:black; overflow-y:scroll;">
<div style="width:400px; margin-left:500px; height:400px;" id="main">
<div id="demo1" style="width:400px; height:20px; background-color:red; position:absolute;" class="red test all"></div>
<div id="demo2" style="width:20px; height:400px; background-color:yellow; position:absolute;" class="test all"></div>
<div id="demo3" style="width:400px; height:20px; background-color:blue; position:absolute;" class="test all"></div>
<div id="demo4" style="width:20px; height:400px; background-color:green; position:absolute;" class="test all"></div>
</div>
<div style="width:25px; height:25px; background-color:white; position:absolute; border-radius:50%;" id="circle"></div>
</body>
</html>
I have programmed a game.
In this game my function checks, whether there is a collision between div1 and div2.
Or if they are overlapping or so... how you want to spell it.
Without a rotation everything is ok.
But now i have a problem.
I want to rotate div2 with transform:rotate(Xdeg);
but if I do this my calculation for the collision dosen't work.
I use this:
var rect1 = {x: 5, y: 5, width: 50, height: 50}
var rect2 = {x: 20, y: 10, width: 10, height: 10}
if (rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.height + rect1.y > rect2.y) {
// collision detected!
}
do you have any ideas to solve this problem?
Thanks for helping :-)
There are several ways to do this. This example just guides you of how it could be done with rectangles.
These are the steps that are done here:
You have to calculate the position of all rotated corners of all rectangles that you want to check whether they are being collided. To get these rotated corners, you can use several methods. In this example 2d-vectors and a 2d-rotation-matrix are used:
a vector that has its origin in the center of a rectangle and directs to the top-left-corner(x,y) of a rectangle:
var center = {
x: x + width / 2,
y: y + height / 2
};
var vector = {
x: (x - center.x),
y: (y - center.y)
};
multiply this vector with a rotation-matrix to rotate this vector:
// modified sin function to calulcate sin in the unit degrees instead of radians
function sin(x) {
return Math.sin(x / 180 * Math.PI);
}
// modified cos function
function cos(x) {
return Math.cos(x / 180 * Math.PI);
}
var rotationMatrix = [[cos(angle), -sin(angle)],[sin(angle), cos(angle)]];
var rotatedVector = {
x: vector.x * rotationMatrix[0][0] + vector.y * rotationMatrix[0][1],
y: vector.x * rotationMatrix[1][0] + vector.y * rotationMatrix[1][1]
};
And finally get the rotated top-left-corner, you can start from the center of a rectangle and go to where the rotated vector points to. This is where top-left-corner is located after rotation:
{
x: (center.x + rotatedVector.x),
y: (center.y + rotatedVector.y)
}
All the steps described above are done by getRotatedTopLeftCornerOfRect and must be done with all other corners as well. Before the location of the next
corner (right-top) can be calculated next vector must be calulcated that points to this corner. To get the next vector that points to the top-right-corner the angle between the first vector (left-top) and the second vector (right-top) is calculated. The third vector points to the right-bottom-corner when its angle is incremended by the first angle and the second angle and the fourth vector is rotated by an angle that is summed up the first, second and third angle. All of this is done in the setCorners-method and this image shows this process partly:
To detect a collision there are tons of algorithms. In this example the Point in polygon algorithm is used to check each rotated corner of a rectangle whether a corner is with the border or within another rectangle, if so, then the method isCollided returns true. The Point in polygon algorithm is used in pointInPoly and can also be found here.
Combining all of the steps described above was tricky, but it works with all rectangles of all sizes and the best of all you can test it right here without a library by clicking on "Run code snippet".
(tested browsers: FF 50.1.0, IE:10-EDGE, Chrome:55.0.2883.87 m):
var Rectangle = (function () {
function sin(x) {
return Math.sin(x / 180 * Math.PI);
}
function cos(x) {
return Math.cos(x / 180 * Math.PI);
}
function getVectorLength(x, y, width, height){
var center = {
x: x + width / 2,
y: y + height / 2
};
//console.log('center: ',center);
var vector = {
x: (x - center.x),
y: (y - center.y)
};
return Math.sqrt(vector.x*vector.x+vector.y*vector.y);
}
function getRotatedTopLeftCornerOfRect(x, y, width, height, angle) {
var center = {
x: x + width / 2,
y: y + height / 2
};
//console.log('center: ',center);
var vector = {
x: (x - center.x),
y: (y - center.y)
};
//console.log('vector: ',vector);
var rotationMatrix = [[cos(angle), -sin(angle)],[sin(angle), cos(angle)]];
//console.log('rotationMatrix: ',rotationMatrix);
var rotatedVector = {
x: vector.x * rotationMatrix[0][0] + vector.y * rotationMatrix[0][1],
y: vector.x * rotationMatrix[1][0] + vector.y * rotationMatrix[1][1]
};
//console.log('rotatedVector: ',rotatedVector);
return {
x: (center.x + rotatedVector.x),
y: (center.y + rotatedVector.y)
};
}
function getOffset(el) {
var _x = 0;
var _y = 0;
while (el && !isNaN(el.offsetLeft) && !isNaN(el.offsetTop)) {
_x += el.offsetLeft - el.scrollLeft;
_y += el.offsetTop - el.scrollTop;
el = el.offsetParent;
}
return {
top: _y,
left: _x
};
}
function pointInPoly(verties, testx, testy) {
var i,
j,
c = 0
nvert = verties.length;
for (i = 0, j = nvert - 1; i < nvert; j = i++) {
if (((verties[i].y > testy) != (verties[j].y > testy)) && (testx < (verties[j].x - verties[i].x) * (testy - verties[i].y) / (verties[j].y - verties[i].y) + verties[i].x))
c = !c;
}
return c;
}
function Rectangle(htmlElement, width, height, angle) {
this.htmlElement = htmlElement;
this.width = width;
this.height = height;
this.setCorners(angle);
}
function testCollision(rectangle) {
var collision = false;
this.getCorners().forEach(function (corner) {
var isCollided = pointInPoly(rectangle.getCorners(), corner.x, corner.y);
if (isCollided) collision = true;
});
return collision;
}
function checkRectangleCollision(rect, rect2) {
if (testCollision.call(rect, rect2)) return true;
else if (testCollision.call(rect2, rect)) return true;
return false;
}
function getAngleForNextCorner(anc,vectorLength) {
var alpha = Math.acos(anc/vectorLength)*(180 / Math.PI);
return 180 - alpha*2;
}
Rectangle.prototype.setCorners = function (angle) {
this.originalPos = getOffset(this.htmlElement);
this.leftTopCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
var vecLength = getVectorLength(this.originalPos.left, this.originalPos.top, this.width, this.height);
//console.log('vecLength: ',vecLength);
angle = angle+getAngleForNextCorner(this.width/2, vecLength);
//console.log('angle: ',angle);
this.rightTopCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
angle = angle+getAngleForNextCorner(this.height/2, vecLength);
//console.log('angle: ',angle);
this.rightBottomCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
angle = angle+getAngleForNextCorner(this.width/2, vecLength);
//console.log('angle: ',angle);
this.leftBottomCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle);
//console.log(this);
};
Rectangle.prototype.getCorners = function () {
return [this.leftTopCorner,
this.rightTopCorner,
this.rightBottomCorner,
this.leftBottomCorner];
};
Rectangle.prototype.isCollided = function (rectangle) {
return checkRectangleCollision(this, rectangle);
};
return Rectangle;
}) ();
var rotA = 16;
var widthA = 150;
var heightA = 75;
var htmlRectA = document.getElementById('rectA');
var rotB = 28.9;
var widthB = 50;
var heightB = 130;
var htmlRectB = document.getElementById('rectB');
var msgDiv = document.getElementById('msg');
var rectA = new Rectangle(htmlRectA, widthA, heightA, rotA);
var rectB = new Rectangle(htmlRectB, widthB, heightB, rotB);
window.requestAnimFrame = function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame;
}();
function draw(){
rotA+=1.2;
htmlRectA.setAttribute('style','-ms-transform: rotate('+rotA+'deg);-webkit-transform: rotate('+rotA+'deg);transform: rotate('+rotA+'deg)');
rotB+=5.5;
htmlRectB.setAttribute('style','-ms-transform: rotate('+rotB+'deg);-webkit-transform: rotate('+rotB+'deg);transform: rotate('+rotB+'deg)');
rectA.setCorners(rotA);
rectB.setCorners(rotB);
if(rectA.isCollided(rectB)){
msgDiv.innerHTML = 'Collision detected!';
msgDiv.setAttribute('style','color: #FF0000');
}
else {
msgDiv.innerHTML = 'No Collision!';
msgDiv.setAttribute('style','color: #000000');
}
setTimeout(function(){
window.requestAnimFrame(draw);
},50);
}
window.requestAnimFrame(draw);
#rectA{
background-color: #0000FF;
width:150px;
height:75px;
position:absolute;
top:60px;
left:180px;
-ms-transform: rotate(16deg);
-webkit-transform: rotate(16deg);
transform: rotate(16deg);
}
#rectB{
background-color: #FF0000;
width:50px;
height:130px;
position:absolute;
top:140px;
left:250px;
-ms-transform: rotate(28.9deg);
-webkit-transform: rotate(28.9deg);
transform: rotate(28.9deg);
}
<div id="rectA">A</div>
<div id="rectB">B</div>
<div id="msg"></div>
Related
Idea is very simple, imagine that you have any rectangle and you want to roll random point on its border, i have accomplished that by doing this:
var width = 300,
height = 200,
margin = 0;
var rnd = function(min, max) {
return Math.floor(Math.random() * (Math.floor(max) - Math.ceil(min) + 1)) + Math.ceil(min);
};
var point = rnd(0, (width * 2) + (height * 2));
var points = [
{ x: 0, y: 0 },
{ x: 0, y: 0 },
{ x: 0, y: 0 },
{ x: 0, y: 0 }
]
var set_point = function(point) {
var coords = { x: 0, y: 0 };
if(point <= width) { // if on top
coords.x = point;
coords.y = -margin;
} else if(point <= width + height) { // if on the right
coords.x = width + margin;
coords.y = point - width;
} else if(point <= (width * 2) + height) { // if on the bottom
coords.x = ((width * 2) + height) - point;
coords.y = height + margin;
} else { // if on the left
coords.x = -margin;
coords.y = ((width * 2) + (height * 2)) - point;
}
return coords;
};
var test = set_point(point);
points[0].x = test.x;
points[0].y = test.y;
for(var i = 0; i < 1 /*points.length*/; i++) {
var dot = document.createElement('div');
dot.className = 'point';
dot.style.left = points[i].x + 'px';
dot.style.top = points[i].y + 'px';
document.querySelector('.rect').appendChild(dot);
}
.rect {
border:solid 1px #000;
width:300px;
height:200px;
position:absolute;
top:calc(50% - 100px);
left:calc(50% - 150px);
}
.point {
width:10px;
height:10px;
position:absolute;
border-radius:100%;
border:solid 1px red;
background:red;
transform:translate3d(-5px, -5px, 0);
}
<div class="rect"></div>
So now when i have a random point an a rectangle i need to also assign 3 remaining corresponding points like this:
I tried to do this using couple of approaches but none of them seem to work correctly, does anyone have an idea how to get remaining 3 points based on one that i have?
You need to generate a random number between 0 and Math.min(width, height). Let's call this random number d. From there, the coordinates of your points within the rectangle are as follows:
d, 0
width, d
width - d, height
0, height - d
You just need to apply this principle to your implementation.
I got a little problem, I tried to modify the code for like one day.. without success.
The problem is that:
Draggable works good, I can drag without problem the image.. but it goes even further the image make me see the blue of background color.
I know right is a problem about bounds, but I really don't know to.. resolve that problem, I tried to grab X and Y from Image but without success.
$(document).ready(function(){
var $bg = $('.bg-img'),
data = $('#data')[0],
elbounds = {
w: parseInt($bg.width()),
h: parseInt($bg.height())
},
bounds = {w: 2350 - elbounds.w, h: 1750 - elbounds.h},
origin = {x: 0, y: 0},
start = {x: 0, y: 0},
movecontinue = false;
function move (e){
var inbounds = {x: false, y: false},
offset = {
x: start.x - (origin.x - e.clientX),
y: start.y - (origin.y - e.clientY)
};
data.value = 'X: ' + offset.x + ', Y: ' + offset.y;
inbounds.x = offset.x < 0 && (offset.x * -1) < bounds.w;
inbounds.y = offset.y < 0 && (offset.y * -1) < bounds.h;
if (movecontinue && inbounds.x && inbounds.y) {
start.x = offset.x;
start.y = offset.y;
$(this).css('background-position', start.x + 'px ' + start.y + 'px');
}
origin.x = e.clientX;
origin.y = e.clientY;
e.stopPropagation();
return false;
}
function handle (e){
movecontinue = false;
$bg.unbind('mousemove', move);
if (e.type == 'mousedown') {
origin.x = e.clientX;
origin.y = e.clientY;
movecontinue = true;
$bg.bind('mousemove', move);
} else {
$(document.body).focus();
}
e.stopPropagation();
return false;
}
function reset (){
start = {x: 0, y: 0};
$(this).css('backgroundPosition', '0 0');
}
$bg.bind('mousedown mouseup mouseleave', handle);
$bg.bind('dblclick', reset);
});
Example code: https://jsfiddle.net/zt1jjzqL/3/
Here I only modify a couple of things;
New function to calculate image dimensions
Calculate the most Left and Up the image can move.
limit the movement up and left with those.
$(document).ready(function() {
var $bg = $('.bg-img'),
data = $('#data')[0],
elbounds = {
w: parseInt($bg.width()),
h: parseInt($bg.height())
},
bounds = {
w: 2350 - elbounds.w,
h: 1750 - elbounds.h
},
origin = {
x: 0,
y: 0
},
start = {
x: 0,
y: 0
},
movecontinue = false;
bgSize($bg, function(w, h) { //act on and store the most up and left
console.log(`image dimensions => width:${w}, height:${h}`);
$bg.data("mostleft", (elbounds.w * -1) + w);
$bg.data("mostup", (elbounds.h * -1) + h);
});
function move(e) {
var inbounds = {
x: false,
y: false
},
offset = {
x: start.x - (origin.x - e.clientX),
y: start.y - (origin.y - e.clientY)
};
data.value = 'X: ' + offset.x + ', Y: ' + offset.y;
inbounds.x = offset.x < 0 && (offset.x * -1) < bounds.w;
inbounds.y = offset.y < 0 && (offset.y * -1) < bounds.h;
if (movecontinue && inbounds.x && inbounds.y) {
// ensure that up and left are limited appropriately
start.x = offset.x < ($bg.data("mostleft") * -1) ? ($bg.data("mostleft") * -1) : offset.x;
start.y = offset.y < ($bg.data("mostup") * -1) ? ($bg.data("mostup") * -1) : offset.y;
$(this).css('background-position', start.x + 'px ' + start.y + 'px');
}
origin.x = e.clientX;
origin.y = e.clientY;
e.stopPropagation();
return false;
}
function handle(e) {
movecontinue = false;
$bg.unbind('mousemove', move);
if (e.type == 'mousedown') {
origin.x = e.clientX;
origin.y = e.clientY;
movecontinue = true;
$bg.bind('mousemove', move);
} else {
$(document.body).focus();
}
e.stopPropagation();
return false;
}
function reset() {
start = {
x: 0,
y: 0
};
$(this).css('backgroundPosition', '0 0');
}
$bg.bind('mousedown mouseup mouseleave', handle);
$bg.bind('dblclick', reset);
});
//function to accurately calculate image size.
function bgSize($el, cb) {
$('<img />')
.load(function() {
cb(this.width, this.height);
})
.attr('src', $el.css('background-image').match(/^url\("?(.+?)"?\)$/)[1]);
}
div.bg-img {
background-image: url(http://i.imgur.com/ZCDMWnX.gif);
background-position: 0 0;
background-repeat: no-repeat;
background-color: blue;
border: 1px solid #aaa;
width: 500px;
height: 250px;
margin: 25px auto;
}
p,
#data {
text-align: center;
}
#data {
background: red;
font-weight: bold;
color: white;
padding: 5px;
font-size: 1.4em;
border: 1px solid #ddd;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="bg-img"></div>
<p>
<input type="text" id="data" />
</p>
I want to modify the platformer game that I find in codepen.
http://codepen.io/loktar00/pen/JEdqD
the original is like the below image.
I want to change it to be:
I want to zoom in the viewport to player and making a camera-like view where I could scroll a level within a canvas element.
Like this game http://www.html5quintus.com/quintus/examples/platformer_full/
The viewport and camera is tracking the player.
This is my code:
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 100,
height = 100,
player = {
x: width / 2,
y: height - 15,
width: 5,
height: 5,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false
},
keys = [],
friction = 0.8,
gravity = 0.3;
var boxes = [];
// player's position
var playerX = 20;
var playerY = 20;
// how far offset the canvas is
var offsetX = 0;
var offsetY = 0;
// dimensions
boxes.push({
x: 0,
y: 0,
width: 10,
height: height
});
boxes.push({
x: 0,
y: height - 2,
width: width,
height: 50
});
boxes.push({
x: width - 10,
y: 0,
width: 50,
height: height
});
boxes.push({
x: 120,
y: 10,
width: 80,
height: 80
});
boxes.push({
x: 170,
y: 50,
width: 80,
height: 80
});
boxes.push({
x: 220,
y: 100,
width: 80,
height: 80
});
boxes.push({
x: 270,
y: 150,
width: 40,
height: 40
});
canvas.width = width;
canvas.height = height;
function update() {
// check keys
if (keys[38] || keys[32] || keys[87]) {
// up arrow or space
if (!player.jumping && player.grounded) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed * 2;
}
}
if (keys[39] || keys[68]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
offsetX--;
}
}
if (keys[37] || keys[65]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
offsetX++;
}
}
player.velX *= friction;
player.velY += gravity;
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "black";
ctx.beginPath();
player.grounded = false;
for (var i = 0; i < boxes.length; i++) {
ctx.rect(boxes[i].x, boxes[i].y, boxes[i].width, boxes[i].height);
var dir = colCheck(player, boxes[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if(player.grounded){
player.velY = 0;
}
player.x += player.velX;
player.y += player.velY;
ctx.save();
ctx.translate(offsetX, offsetY);
// clear the viewport
ctx.clearRect(-offsetX, -offsetY, 100,100);
ctx.fill();
ctx.fillStyle = "red";
ctx.fillRect(player.x, player.y, player.width, player.height);
ctx.fillRect(playerX-offsetX, playerY-offsetY, 8, 8);
// draw the other stuff
var l = boxes.length;
for (var i = 0; i < l; i++) {
// we should really only draw the things that intersect the viewport!
// but I am lazy so we are drawing everything here
var x = boxes[i][0];
var y = boxes[i][1];
ctx.fillStyle = 'lightblue';
ctx.fillRect(x, y, 8, 8);
ctx.fillStyle = 'black';
ctx.fillText(x + ', ' + y, x, y) // just to show where we are drawing these things
}
ctx.restore();
requestAnimationFrame(update);
}
function colCheck(shapeA, shapeB) {
// get the vectors to check against
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
// add the half widths and half heights of the objects
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
// if the x and y vector are less than the half width or half height, they we must be inside the object, causing a collision
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
// figures out on which side we are colliding (top, bottom, left, or right)
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function () {
update();
});
<h3>A, D or Arrow keys to move, W or space to jump</h3>
<canvas id="canvas"></canvas>
But this does not work.
You can use the same code that you had in the codepen, but add a couple lines in the load event, before the first update().
Let's say something like:
window.addEventListener("load", function () {
ctx.scale(2,2);
ctx.translate(-100,-100);
update();
});
This will zoom by two times and center on new coordinates, BUT keep in mind that you have to do it yourself if you want to re-center when the player is going out of the view.
As a partial way of doing this, you can check if the player moved and translate the canvas using the opposite values of player.velX and player.velY. Something like:
var playerMoved = false;
if (keys[38] || keys[32] || keys[87]) {
playerMoved = true;
//...Other stuff
}
if (keys[39] || keys[68]) {
playerMoved = true;
//...Other stuff
}
if (keys[37] || keys[65]) {
playerMoved = true;
//...Other stuff
}
if (playerMoved) {
// You still need to check quite a few things, like
// the player being out of bounds, the view not translating
// when x less than or bigger then a specific value, and so on
ctx.translate(-player.velX, -player.velY);
}
This is not a complete solution because that would require quite some code, but it should get you started.
I am trying to draw a scalloped rectangle with mouse like in below image
I am able to draw rectangle with code below
function Rectangle(start, end) {
var w = (end.x - start.x);
var h = (end.y - start.y);
return ["M", start.x, start.y, "L", (start.x + w), start.y, "L", start.x + w, start.y + h, "L", start.x, start.y + h, "L", start.x, start.y].join(' ');
}
var point;
document.addEventListener('mousedown', function(event) {
point = {
x: event.clientX,
y: event.clientY
}
});
document.addEventListener('mousemove', function(event) {
var target = {
x: event.clientX,
y: event.clientY
}
if(point) {
var str = Rectangle(point, target);
document.getElementById('test').setAttribute('d', str);
}
});
document.addEventListener('mouseup', function(event) {
point = null;
});
body, html {
height: 100%;
width: 100%;
margin: 0;
padding: 0
}
svg {
height:100%;
width: 100%
}
<svg>
<path id="test" style="stroke-width: 4; stroke: RGBA(212, 50, 105, 1.00); fill: none" />
</svg>
But when I try to convert into scalloped rectangle I am seeing different patterns exactly matching Infinite Monkey Theorm
The approach I tried is, draw a rectangular path on a virtual element. Take each point at length multiplied by 15 till total length. Then drawing arcs between those points. It is not working. Also, I want to avoid using getPointAtLength because it's mobile support is not great.
var pathEle = document.createElementNS('http://www.w3.org/2000/svg', 'path');
pathEle.setAttribute('d', rectangle(point, target));
window.pathEle = pathEle;
var points = [];
for (var i = 0; i < pathEle.getTotalLength(); i += 15) {
points.push(pathEle.getPointAtLength(i));
}
document.getElementById('test1').setAttribute('d', toSVGPath(points));
Something like this?
I'm using arcs to make the scallops. You may want to tweak how the scallops are calculated to get better corners. But I'll leave that to you.
var scallopSize = 30;
function Rectangle(start, end) {
var minX = Math.min(start.x, end.x);
var minY = Math.min(start.y, end.y);
var w = Math.abs(end.x - start.x);
var h = Math.abs(end.y - start.y);
// Calculate scallop sizes
var numW = Math.round(w / scallopSize);
if (numW === 0) numW = 1;
var numH = Math.round(h / scallopSize);
if (numH === 0) numH = 1;
var stepW = w / numW;
var stepH = h / numH;
// top
var p = minX + stepW/2; // start each size at half a scallop along
var path = ["M", p, minY];
for (var i=1; i < numW; i++) { // numW-1 scallops per side
p += stepW;
path.push('A');
path.push(stepW/2 + 1); // Add 1 to the radius to ensure it's
path.push(stepW/2 + 1); // big enough to span the stepW
path.push("0 0 1");
path.push(p);
path.push(minY);
}
// top right
var p = minY + stepH/2;
path.push('A');
path.push(stepH/2.8); // 2 * sqrt(2)
path.push(stepH/2.8); // corners are a little smaller than the scallops
path.push("0 0 1");
path.push(minX + w);
path.push(p);
// right
for (var i=1; i < numH; i++) {
p += stepH;
path.push('A');
path.push(stepH/2 + 1);
path.push(stepH/2 + 1);
path.push("0 0 1");
path.push(minX + w);
path.push(p);
}
// bottom right
var p = minX + w - stepW/2;
path.push('A');
path.push(stepH/2.8);
path.push(stepH/2.8);
path.push("0 0 1");
path.push(p);
path.push(minY + h);
// bottom
for (var i=1; i < numW; i++) {
p -= stepW;
path.push('A');
path.push(stepW/2 + 1);
path.push(stepW/2 + 1);
path.push("0 0 1");
path.push(p);
path.push(minY + h);
}
// bottom left
var p = minY + h - stepH/2;
path.push('A');
path.push(stepH/2.8);
path.push(stepH/2.8);
path.push("0 0 1");
path.push(minX);
path.push(p);
// left
for (var i=1; i < numH; i++) {
p -= stepH;
path.push('A');
path.push(stepH/2 + 1);
path.push(stepH/2 + 1);
path.push("0 0 1");
path.push(minX);
path.push(p);
}
// top left
path.push('A');
path.push(stepH/2.8);
path.push(stepH/2.8);
path.push("0 0 1");
path.push(minX + stepW/2);
path.push(minY);
path.push('Z');
return path.join(' ');
}
var point;
document.addEventListener('mousedown', function(event) {
point = {
x: event.clientX,
y: event.clientY
}
});
document.addEventListener('mousemove', function(event) {
var target = {
x: event.clientX,
y: event.clientY
}
if(point) {
var str = Rectangle(point, target);
document.getElementById('test').setAttribute('d', str);
}
});
document.addEventListener('mouseup', function(event) {
point = null;
});
body, html {
height: 100%;
width: 100%;
margin: 0;
padding: 0
}
svg {
height:100%;
width: 100%
}
<svg>
<path id="test" style="stroke-width: 4; stroke: RGBA(212, 50, 105, 1.00); fill: none" />
</svg>
Right now I have a circle that goes from the bottom to the top of a canvas.
I attached a click event to the canvas and it console logs the coordinates of the click.
The ball also console logs the coordinates of where it is.
How can I add a circle element to 'elements' and how do I compare the canvas click event to the circle diameters coordinates.
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var ballRadius = 10;
var x = canvas.width/6;
var y = canvas.height-30;
var dx = 0;
var dy = -2;
canvas.addEventListener('click', function(event) {
var x = event.pageX - elemLeft;
var y = event.pageY - elemTop;
console.log("CLICKED: (x,y) ", x, y);
elements.forEach(function(element) {
if (y > canvas.y && y < canvas.y + canvas.ballRadius && x > canvas.x && x < canvas.x + canvas.ballRadius) {
alert('clicked an element');
}
});
}, false);
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBall();
console.log("Ball moving: (x,y) ", x, ", ", y)
if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if(y + dy > canvas.height-ballRadius || y + dy < ballRadius) {
dy = -dy;
}
x += dx;
y += dy;
}
setInterval(draw, 100);
https://jsfiddle.net/aL9amevj/
You can use css to render a circle, .animate() to animate element, check if animation animation.currentTime is less than half of animation.effect.computedTiming.duration / 2 .finished to reset element to original state.
.circle {
position: relative;
border-radius: 50%;
width: 50px;
height: 50px;
background: blue;
left: calc(100vw - 100px);
top: calc(100vh - 100px);
}
<button>click</button>
<div class="circle" style="animation-fill-mode:forwards"></div>
<script>
var score = 0;
var button = document.querySelector("button");
var circle = document.querySelector(".circle");
button.addEventListener("click", function() {
this.setAttribute("disabled", "disabled");
var curr = circle.animate([{
left: "0px",
top: "0px"
}], {
duration: 10000,
iterations: 1
});
circle.onclick = (e) => {
console.log(e.pageX, e.pageY);
var t = curr.currentTime <
curr.effect.computedTiming.duration / 2;
if (t) {
score += 1;
}
curr.cancel();
circle.style.display = "none";
circle.onclick = null;
alert((t ? "added 1 " : "did not add 1 ")
+ "to score: " + score);
}
curr.finished.then(() => {
circle.onclick = null;
setTimeout(function() {
button.removeAttribute("disabled");
}, 10)
}).catch(e => {
console.log(e);
button.removeAttribute("disabled");
circle.style.display = "block";
})
});
</script>