Cannot read property 'x' of undefined JavaScript - javascript

I'm getting an error:
Uncaught TypeError: Cannot read property 'x' of undefined
I'm trying to make an object move, however, I'm getting this issue when trying to use Vector2. Here is my code:
Player.js
var bullets = [];
var LEFT = 0;
var RIGHT = 1;
var UP = 2;
var DOWN = 3;
var Player = function(){
this.sprite = new Sprite("playerplaceholder.png");
this.sprite.buildAnimation(1, 1, 32, 32, -1, [0]);
this.sprite.setAnimationOffset(0, 0, 0);
this.sprite.setLoop(0, false);
this.position = new Vector2();
this.position.set(200, 200);
this.width = 48
this.height = 48
this.velocity = new Vector2();
this.moveVector = new Vector2();
this.moveVector.set(this.position.x, this.position.y);
};
Player.prototype.update = function(deltaTime)
{
this.sprite.update(deltaTime);
if((keyboard.isKeyDown(keyboard.KEY_LEFT)) != (keyboard.isKeyDown(keyboard.KEY_RIGHT)))
{
if(keyboard.isKeyDown(keyboard.KEY_RIGHT))
{
Player.moveVector.x += 1;
}
else
{
Player.moveVector.x += -1;
}
}
if((keyboard.isKeyDown(keyboard.KEY_UP)) != (keyboard.isKeyDown(keyboard.KEY_UP)))
{
if(keyboard.isKeyDown(keyboard.KEY_DOWN))
{
Player.moveVector += -1;
}
else
{
Player.moveVector += 1;
}
}
Player.position += Player.moveVector;
}
Player.prototype.draw = function()
{
this.sprite.draw(context, this.position.x, this.position.y);
}
Vector2
var Vector2 = function()
{
this.x = 0;
this.y = 0;
};
Vector2.prototype.set = function(x,y)
{
this.x = x;
this.y = y;
};
Vector2.prototype.add = function(a_x,a_y)
{
return (this.x + a_x),(this.y + a_y);
}
Vector2.prototype.subtract = function(a_x,a_y)
{
return (this.x - a_x),(this.y - a_y);
}
Vector2.prototype.MultiplyScalar = function(input)
{
return (this.x * input),(this.y * input);
}
Vector2.prototype.Magnitude = function ()
{
return Math.sqrt((x*x) + (y*y)) //Gives magnitude of current vector2
}
Vector2.prototype.Normalize = function ()
{
var rect = new Vector2();
rect.x = this.x / this.Magnitude();
rect.y = this.y / this.Magnitude();
return ret;
}

Probably this error is because you are trying to access moveVector function wrong.
Player.moveVector.x += 1;
Here you are accessing moveVector on the Player function that is undefined. Probably what you wanted was something like this:
this.moveVector.x += 1;
Same for the other in your Player.prototype.update:
Player.prototype.update = function(deltaTime)
{
this.sprite.update(deltaTime);
if((keyboard.isKeyDown(keyboard.KEY_LEFT)) != (keyboard.isKeyDown(keyboard.KEY_RIGHT)))
{
if(keyboard.isKeyDown(keyboard.KEY_RIGHT))
{
this.moveVector.x += 1;
}
else
{
this.moveVector.x += -1;
}
}
if((keyboard.isKeyDown(keyboard.KEY_UP)) != (keyboard.isKeyDown(keyboard.KEY_UP)))
{
if(keyboard.isKeyDown(keyboard.KEY_DOWN))
{
this.moveVector += -1;
}
else
{
this.moveVector += 1;
}
}
this.position += this.moveVector;
}

Related

javascript initialistion of objects doing weird

I am working on a circle packing algorithm in p5.js and vue 3. For some reason it is adding an item to an array that it shouldn't be able to add. I've written some collisions with other objects, and while the program is running it works fine, but when I initialise an object it doesn't seem to care about them. The collisions always return false on initialisation, and even before updating the object again, it says it does collide, but only after adding it to my array. Which is the thing I don't want to be happening, since this clutters my array.
My code:
export function circlePacking(element, imageToShow) {
return function (p) {
const p5Canvas = element;
let circles = [];
let image;
p.preload = function () {
image = p.loadImage(imageToShow);
};
p.setup = function () {
p.colorMode('RGB');
p.disableFriendlyErrors = true;
p.frameRate(60);
this.averageColor = averageColor(p, image);
const canvas = p.createCanvas(p5Canvas.offsetWidth - 1, p5Canvas.offsetHeight - 1, 'P2D');
canvas.parent(p5Canvas);
image.resize(p.width, p.height);
image.loadPixels();
};
p.draw = function () {
if (p5Canvas.offsetWidth - 1 !== p.width || p5Canvas.offsetHeight - 1 !== p.height) {
p.resizeCanvas(p5Canvas.offsetWidth - 1, p5Canvas.offsetHeight - 1);
}
p.background(this.averageColor);
for (let i = 0; i < 5; i++) {
let x = p.round(getRandom(0, image.width));
let y = p.round(getRandom(0, image.height));
let location = (x + y * image.width) * 4;
let color = p.color(image.pixels[location], image.pixels[location + 1], image.pixels[location + 2])
let c = new Circle(x, y, color);
console.log(c);
//here collidesWithCircle is false, even though it should be true
if (!c.collidesWithCircle() && !c.collidesWithWall()) {
circles.push(c);
}
}
circles.forEach(circle => {
circle.draw();
})
circles.forEach(circle => {
circle.checkCollision();
})
};
class Circle {
constructor(x, y, color) {
this.x = x;
this.y = y;
this.color = color;
this.size = 1;
this.growing = true;
this.collidesWall = this.collidesWithWall();
this.collidesCircle = this.collidesWithCircle();
}
draw() {
p.stroke(0);
p.strokeWeight(1);
p.fill(this.color);
p.circle(this.x, this.y, this.size)
if (this.growing) {
this.grow()
}
}
grow() {
this.size += 0.3;
}
checkCollision() {
if (this.growing) {
this.collidesWithCircle();
this.collidesWithWall();
}
}
collidesWithCircle() {
circles.forEach(circle => {
if (p.dist(this.x, this.y, circle.x, circle.y) < (this.size / 2) + (circle.size / 2) && this !== circle) {
this.growing = false;
return true;
}
});
return false;
}
collidesWithWall() {
if (this.x + this.size / 2 > p.width || this.x - this.size / 2 < 0 || this.y + this.size / 2 > p.height || this.y - this.size / 2 < 0) {
this.growing = false;
return true;
}
return false;
}
}
};
}

How could I achieve the effect of "lava" leaving traces

After some time of "development" of the JavaScript game, I've came to a great idea, or so it seemed / sounded.
I was thinking of creating an entity which would represent lava. That lava would move in a specific direction, using:
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if(ch == '-') {
this.speed = new Vector(3, 0)
}
}
where is var acrotchar = {"-": Lava};.
The whole code can be seen here or below:
var LEVELS = [
[" x x",
" xx x",
" xxx x x",
" xx!xx x ox",
" x!!!x x xx",
" xx!xx x x",
" x xvx x x",
" x xx x",
" x x x",
" xx x x",
" x x xx",
" x x",
" x # xxxxx o x",
" xxxxxx xxxxxxxxx xxxxxxxxxxxxx",
" x x ",
" x!!!!!x ",
" x!!!!!x ",
" xxxxxxx ",
"--------------------------------------"]
];
//set variables (HP and EXP)
var life = 3;
var expo = 0;
document.getElementById("life").innerHTML = ("Lives left: " + life);
document.getElementById("expo").innerHTML = ("Points: " + expo);
//set the playzone
function Vector(x, y) {
this.x = x; this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x + other.x, this.y + other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"#": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava,
"#": Lava,
"-": Flood
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v'){
this.speed = new Vector(0, 5);
this.repeatPos = pos;
} else if (ch === '#')
this.speed = new Vector(0, 10);
}
Lava.prototype.type = "lava"
function Flood(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === '-') {
this.speed = new Vector(0, 1);
this.repeatPos = pos; //will be removed in the future
}
}
Flood.prototype.type = "flood"
//Lava.prototype.type = "Lava";
// function Wall(pos, ch) {
// this.pos = pos;
// this.size = new Vector(1, 1);
// if (ch === "z")
// this.speed = new Vector(0, 1);
// }
// Wall.prototype.type = "wall"
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status !== null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y++) {
var line = plan[y], gridLine = [];
for (var x = 0; x < this.width; x++) {
var ch = line[x], fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")
fieldType = "wall";
else if (ch === "z")
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "#")
fieldType = "lava";
else if (ch === "-")
fieldType = "flood";
else if (ch === "v"){
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType);
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player";
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if(className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale + "px";
table.style.height = this.level.height * scale + "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale + "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " + actor.type));
rect.style.width = actor.size.x * scale + "px";
rect.style.height = actor.size.y * scale + "px";
rect.style.left = actor.pos.x * scale + "px";
rect.style.top = actor.pos.y * scale + "px";
});
return wrap;
};
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " + (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft, right = left + width;
var top = this.wrap.scrollTop, bottom = top + height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x + margin - width;
if (center.y < top + margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y + margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava", "flood";
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i++) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x + actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x + other.size.x &&
actor.pos.y + actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y + other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status !== null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
Flood.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8, wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble += step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x += playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y += step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y += step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
//if (type == "lava" || type == "Lava" && this.status === null) { //DOESN'T SEEM TO WORK, FIND OUT WHY MASS DAMAGE
if (type == "lava" && this.status === null || type == "flood" && this.status === null) {
this.status = "lost";
life -= 1;
console.log(life);
expo = 0;
document.getElementById("expo").innerHTML = ("Points: " + expo);
document.getElementById("life").innerHTML = ("Lives left: " + life);
if(life < 0) {
sessionStorage.setItem("reloading", "true");
document.location.reload();
}
this.finishDelay = 1;
} else if (type == "coin") {
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {37: "left", 38: "up", 39: "right"};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime !== null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
var lives = function() {
ctx.font = "20px Courier";
ctx.fontFamily = "monospace";
ctx.fillStyle = "#666";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Lives left: " + life, 10, 10);
};
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost") {
startLevel(n);
} else if (n < plans.length - 1)
startLevel(n + 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
body {
background: #222;
}
h2 {
color: #666;
font-family: monospace;
text-align: center;
}
.background {
table-layout: fixed;
border-spacing: 0;
}
.background td {
padding: 0;
}
.lava, .actor {
background: #e55;
}
.wall {
background: #444;
border: solid 3px #333;
box-sizing: content-box;
}
.actor {
position: absolute;
}
.coin {
background: #e2e838;
border-radius: 50%;
}
.player {
background: #335699;
box-shadow: none;
}
.lost .player {
background: #a04040;
}
.won .player {
background: green;
}
.game {
position: relative;
overflow: hidden;
}
#life, #expo {
font-size: 16px;
font-family: monospace;
color: #666;
text-align: left;
baseline: top;
margin-left: 30px;
font-weight: bold;
}
input {
margin-left: 30px;
}
<h2>Simple JavaScript Game</h2>
<div id="life"></div>
<div id="expo"></div>
What I would like to achieve is the following:
Lava (red colored blocks, in code presented as "-", tagged as "flood") that would:
move in a specific direction (is already done, more or less),
leaves "trace" behind it's movement, (technically speaking, the lava level in this case would seem as it is rising up),
"flood" is able to go through the objects (optional, as I have to check the whole code carefully on my own to see where did I give the entity the "collisions")
I would really appreciate any help, especially with the lava rising effect.
Everything did not fit in one post, so here is the rest:
To make the lava rise through the objects, just reverse the speed and remove the obstacleAt if statement. To make the lava appear like it is behind objects, just add a css class lava-flood and set the z-index to something like -1. If you want the lava to rise in front of the objects, just remove the z-index property from the lava-flood class in CSS.
Full code - lava rising behind objects
var LEVELS = [
[" x x",
" xx x",
" xxx x x",
" xx!xx x ox",
" x!!!x x xx",
" xx!xx x x",
" x xvx x x",
" x xx x",
" x x x",
" xx x x",
" x x xx",
" x x",
" x # xxxxx o x",
" xxxxxx xxxxxxxxx xxxxxxxxxxxxx",
" x x ",
" x!!!!!x ",
" x!!!!!x ",
" xxxxxxx ",
"--------------------------------------"]
];
//set variables (HP and EXP)
var life = 3;
var expo = 0;
document.getElementById("life").innerHTML = ("Lives left: " + life);
document.getElementById("expo").innerHTML = ("Points: " + expo);
//set the playzone
function Vector(x, y) {
this.x = x; this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x + other.x, this.y + other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"#": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava,
"#": Lava,
"-": LavaFlood
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v'){
this.speed = new Vector(0, 5);
this.repeatPos = pos;
} else if (ch === '#')
this.speed = new Vector(0, 10);
}
Lava.prototype.type = "lava"
function LavaFlood(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
this.trueSize = new Vector(1, 1);
if (ch === '-') {
this.speed = new Vector(0, -1);
this.repeatPos = pos; //will be removed in the future
}
}
LavaFlood.prototype.type = "lava-flood"
//Lava.prototype.type = "Lava";
// function Wall(pos, ch) {
// this.pos = pos;
// this.size = new Vector(1, 1);
// if (ch === "z")
// this.speed = new Vector(0, 1);
// }
// Wall.prototype.type = "wall"
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status !== null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y++) {
var line = plan[y], gridLine = [];
for (var x = 0; x < this.width; x++) {
var ch = line[x], fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")
fieldType = "wall";
else if (ch === "z")
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "#")
fieldType = "lava";
else if (ch === "-")
fieldType = "lava-flood";
else if (ch === "v"){
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType);
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player";
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if(className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale + "px";
table.style.height = this.level.height * scale + "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale + "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " + actor.type));
rect.style.width = actor.size.x * scale + "px";
rect.style.height = actor.size.y * scale + "px";
rect.style.left = actor.pos.x * scale + "px";
rect.style.top = actor.pos.y * scale + "px";
});
return wrap;
};
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " + (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft, right = left + width;
var top = this.wrap.scrollTop, bottom = top + height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x + margin - width;
if (center.y < top + margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y + margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava", "lava-flood";
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i++) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x + actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x + other.size.x &&
actor.pos.y + actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y + other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status !== null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
LavaFlood.prototype.act = function(step, level) {
this.pos = this.pos.plus(this.speed.times(step));
this.size = this.size.plus(this.speed.times(-step));
};
var wobbleSpeed = 8, wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble += step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x += playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y += step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y += step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
//if (type == "lava" || type == "Lava" && this.status === null) { //DOESN'T SEEM TO WORK, FIND OUT WHY MASS DAMAGE
if (type == "lava" && this.status === null || type == "lava-flood" && this.status === null) {
this.status = "lost";
life -= 1;
console.log(life);
expo = 0;
document.getElementById("expo").innerHTML = ("Points: " + expo);
document.getElementById("life").innerHTML = ("Lives left: " + life);
if(life < 0) {
sessionStorage.setItem("reloading", "true");
document.location.reload();
}
this.finishDelay = 1;
} else if (type == "coin") {
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {37: "left", 38: "up", 39: "right"};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime !== null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
var lives = function() {
ctx.font = "20px Courier";
ctx.fontFamily = "monospace";
ctx.fillStyle = "#666";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Lives left: " + life, 10, 10);
};
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost") {
startLevel(n);
} else if (n < plans.length - 1)
startLevel(n + 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
body {
background: #222;
}
h2 {
color: #666;
font-family: monospace;
text-align: center;
}
.background {
table-layout: fixed;
border-spacing: 0;
}
.background td {
padding: 0;
}
.lava, .actor {
background: #e55;
}
.lava-flood {
z-index: -1;
}
.wall {
background: #444;
border: solid 3px #333;
box-sizing: content-box;
}
.actor {
position: absolute;
}
.coin {
background: #e2e838;
border-radius: 50%;
}
.player {
background: #335699;
box-shadow: none;
}
.lost .player {
background: #a04040;
}
.won .player {
background: green;
}
.game {
position: relative;
overflow: hidden;
}
#life, #expo {
font-size: 16px;
font-family: monospace;
color: #666;
text-align: left;
baseline: top;
margin-left: 30px;
font-weight: bold;
}
input {
margin-left: 30px;
}
<h2>Simple JavaScript Game</h2>
<div id="life"></div>
<div id="expo"></div>
If you need clarification or help for anything, please feel free to ask.
Your game is quite well made, but I have a few suggestions:
Please, please don't use prototypes to add functions to Objects. It makes is very difficult for someone not familiar with the code to follow. A better way is to put all the member functions in the same object, so they are grouped together. It makes the code (in my opinion) way easier to read and understand.
For example:
function Flood(pos, ch){
this.pos = pos;
//other assignments
this.act = function(){
//code
}
//other functions
}
Keeping all your functions in one class also makes it easier to find a function rather than hunting through the whole file to find it.
Even though most of the game is already written, it might be worthwhile looking into the new ES6 class syntax, because this is the perfect example for inheritance and object oriented programming. You can have a generic GridElement class that implements the all standard behaviours, and extend and modify only the parts that differ from type to type. This approach is extremely powerful, and makes it very easy to add new types. I would highly recommend reading more on the theory of object oriented programming, because it is a very useful tool, especially in large projects. Daniel Shiffman is an awesome YouTuber, and makes amazing videos about programming. He has an entire series on Object Oriented programming on youtube, and I would suggest watching the video here.
Don't display the elements in the main display function. Instead, let each class have it's own display function that returns a div element. You can call each element's display function in the main display loop. That way, it becomes much easier to add additional behaviour to particular classes. If the Flood object had its own display function, then it could return a noncontinuous trail instead of modifying its size, which is not the ideal way to implement this behaviour.
I am unaware of any place on earth where there are floods of Lava, and so I would suggest that you use more accurate names in your code. When I see Flood, I immediately think of water, and it led to a bit of head scratching for me to figure out that Flood was in fact, rising lava. A better class name could have been LavaFlood, so I have taken the liberty of changing the name of the class Flood to LavaFlood in the code below.
As for the lava rising effect, it was quite simple. All I did was add a trueSize variable to the (Lava)Flood class and change the act function:
(I could not post this as normal code, as the site kept saying that the code was not formatted properly)
LavaFlood.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.trueSize)) {
this.size = this.size.plus(this.speed.times(-step));
this.pos = newPos;
} else
this.speed = this.speed.times(-1);
};
Full code - lava rising:
var LEVELS = [
[" x x",
" xx x",
" xxx x x",
" xx!xx x ox",
" x!!!x x xx",
" xx!xx x x",
" x xvx x x",
" x xx x",
" x x x",
" xx x x",
" x x xx",
" x x",
" x # xxxxx o x",
" xxxxxx xxxxxxxxx xxxxxxxxxxxxx",
" x x ",
" x!!!!!x ",
" x!!!!!x ",
" xxxxxxx ",
"--------------------------------------"]
];
//set variables (HP and EXP)
var life = 3;
var expo = 0;
document.getElementById("life").innerHTML = ("Lives left: " + life);
document.getElementById("expo").innerHTML = ("Points: " + expo);
//set the playzone
function Vector(x, y) {
this.x = x; this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x + other.x, this.y + other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"#": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava,
"#": Lava,
"-": LavaFlood
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v'){
this.speed = new Vector(0, 5);
this.repeatPos = pos;
} else if (ch === '#')
this.speed = new Vector(0, 10);
}
Lava.prototype.type = "lava"
function LavaFlood(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
this.trueSize = new Vector(1, 1);
if (ch === '-') {
this.speed = new Vector(0, -1);
this.repeatPos = pos; //will be removed in the future
}
}
LavaFlood.prototype.type = "lava-flood"
//Lava.prototype.type = "Lava";
// function Wall(pos, ch) {
// this.pos = pos;
// this.size = new Vector(1, 1);
// if (ch === "z")
// this.speed = new Vector(0, 1);
// }
// Wall.prototype.type = "wall"
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status !== null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y++) {
var line = plan[y], gridLine = [];
for (var x = 0; x < this.width; x++) {
var ch = line[x], fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")
fieldType = "wall";
else if (ch === "z")
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "#")
fieldType = "lava";
else if (ch === "-")
fieldType = "lava-flood";
else if (ch === "v"){
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType);
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player";
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if(className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale + "px";
table.style.height = this.level.height * scale + "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale + "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " + actor.type));
rect.style.width = actor.size.x * scale + "px";
rect.style.height = actor.size.y * scale + "px";
rect.style.left = actor.pos.x * scale + "px";
rect.style.top = actor.pos.y * scale + "px";
});
return wrap;
};
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " + (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft, right = left + width;
var top = this.wrap.scrollTop, bottom = top + height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x + margin - width;
if (center.y < top + margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y + margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava", "lava-flood";
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i++) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x + actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x + other.size.x &&
actor.pos.y + actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y + other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status !== null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
LavaFlood.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.trueSize)){
this.size = this.size.plus(this.speed.times(-step));
this.pos = newPos;
}
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8, wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble += step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x += playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y += step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y += step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
//if (type == "lava" || type == "Lava" && this.status === null) { //DOESN'T SEEM TO WORK, FIND OUT WHY MASS DAMAGE
if (type == "lava" && this.status === null || type == "lava-flood" && this.status === null) {
this.status = "lost";
life -= 1;
console.log(life);
expo = 0;
document.getElementById("expo").innerHTML = ("Points: " + expo);
document.getElementById("life").innerHTML = ("Lives left: " + life);
if(life < 0) {
sessionStorage.setItem("reloading", "true");
document.location.reload();
}
this.finishDelay = 1;
} else if (type == "coin") {
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {37: "left", 38: "up", 39: "right"};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime !== null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
var lives = function() {
ctx.font = "20px Courier";
ctx.fontFamily = "monospace";
ctx.fillStyle = "#666";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Lives left: " + life, 10, 10);
};
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost") {
startLevel(n);
} else if (n < plans.length - 1)
startLevel(n + 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
body {
background: #222;
}
h2 {
color: #666;
font-family: monospace;
text-align: center;
}
.background {
table-layout: fixed;
border-spacing: 0;
}
.background td {
padding: 0;
}
.lava, .actor {
background: #e55;
}
.wall {
background: #444;
border: solid 3px #333;
box-sizing: content-box;
}
.actor {
position: absolute;
}
.coin {
background: #e2e838;
border-radius: 50%;
}
.player {
background: #335699;
box-shadow: none;
}
.lost .player {
background: #a04040;
}
.won .player {
background: green;
}
.game {
position: relative;
overflow: hidden;
}
#life, #expo {
font-size: 16px;
font-family: monospace;
color: #666;
text-align: left;
baseline: top;
margin-left: 30px;
font-weight: bold;
}
input {
margin-left: 30px;
}
<h2>Simple JavaScript Game</h2>
<div id="life"></div>
<div id="expo"></div>
If you need clarification or help for anything, please feel free to ask.

Javascript Collision (Not Collision Detection)

I'm trying to make a platforming game, and I've been working on the collision for the past 2 weeks. The collision detection is working, but the collision itself (as in, keeping the player out of the tile) is not, no matter what I try. I've tried looking up how to do this, but all I'm finding is how to do the detection part, which I already have done. What do I do after I detect collision?
It was written from scratch, and the player is rectangular, and so are the tiles.
Here's the basic code:
var Player = function(hue, x, y, xSize, ySize, health) {
this.hue = hue;
this.position = new PVector(x, y);
this.originalPosition = new PVector(x, y);
//this.previousPosition = new PVector(x, y);
//this.ppp = new PVector(x, y);
//this.virtualPosition = new PVector(x, y);
//this.predictedPosition = new PVector(x, y);
this.velocity = new PVector(0, 0);
//this.predictedVelocity = new PVector(0, 0);
this.acceleration = new PVector(0, 0);
}
/*Player.prototype.testCollision = function(tile) {
if (this.predictedPosition.y < tile.position.y + tile.size.y && this.predictedPosition.y + this.size.y > tile.size.y && this.predictedPosition.x < tile.position.x + tile.size.x && this.predictedPosition.x + tile.size.x > tile.position.x) {
return false;
} else {
return true;
}
};*/
Player.prototype.ifColliding = function(tile) {
if (this.position.x < tile.position.x + tile.size.x && this.position.x + tile.size.x > tile.position.x) {
/*if (this.position.x + this.size.x > tile.position.x) {
this.position.set(tile.position.x - this.size.x, this.position.y);
} else if (this.position.x < tile.position.x + tile.size.x) {
this.position.set(tile.position.x + tile.size.x, this.position.y);
}*/
this.velocity.set(0, this.velocity.y);
//this.acceleration.set(0, this.acceleration.y);
/*if (this.ppp.x < tile.position.x + tile.size.x && this.ppp.x + tile.size.x > tile.position.x) {
if (this.ppp.x + this.size.x > tile.position.x) {
this.position.set(tile.position.x - this.size.x, this.position.y);
} else if (this.ppp.x < tile.position.x + tile.size.x) {
this.position.set(tile.position.x + tile.size.x, this.position.y);
}
} else if (this.previousPosition.x < tile.position.x + tile.size.x && this.previousPosition.x + tile.size.x > tile.position.x) {
this.position.set(this.ppp.x, this.position.y);
} else {
this.position.set(this.previousPosition.x, this.position.y);
}*/
}
if (this.position.y < tile.position.y + tile.size.y && this.position.y + this.size.y > tile.size.y) {
this.velocity.set(this.velocity.x, 0);
this.acceleration.set(this.acceleration.x, 0);
this.yColliding = true;
/*if (this.position.y + this.size.y > tile.position.y) {
this.position.set(this.position.x, tile.position.y - this.size.y);
rect(0, 20, 0, 0);
} else if (this.position.y < tile.position.y + tile.size.y) {
this.position.set(this.position.x, tile.position.y + tile.size.y);
rect(20, 20, 0, 0);
}*/
}
}
Player.prototype.update = function(tiles) {
//this.ppp.set(this.previousPosition.x, this.previousPosition.y);
//this.previousPosition.set(this.position.x, this.position.y);
this.velocity.add(this.acceleration);
/*this.predictedVelocity.set(this.velocity.x, this.velocity.y);
this.predictedVelocity.add(this.acceleration);
this.virtualPosition.set(this.position.x, this.position.y);
this.virtualPosition.add(this.velocity);
this.predictedPosition.set(this.virtualPosition.x, this.virtualPosition.y);
this.predictedPosition.add(this.predictedVelocity);
var collDcted = false;
for (var i = 0; i < tiles.length; i++) {
if (this.testCollision(tiles[i], true) === false) {
collDcted = false;
}
}*/
//if (collDcted) {
this.position.add(this.velocity);
//}
}
The commented out code is failed attempts. The non-commented code is the closest I could get it to working.
This is a sample collision I made:
<!DOCTYPE html>
<html>
<body>
<p id="Health">Health</p>
<canvas id="gameCanvas" width="600" height="480" style = "border:1px solid gray"></canvas>
<script>
// Adding keyboard evt listener
document.addEventListener("keydown", keyPressed);
document.addEventListener("keyup", keyReleased);
//defining canvas
var canvas;
var canvasContext;
//defining Player variables
var PLAYER_X = 100;
var PLAYER_Y = 100;
var PLAYER_WIDTH = 20;
var PLAYER_HEIGHT = 20;
var PLAYER_HEALTH = 100;
//defining keypress codes
var KEY_LEFT = 37;
var KEY_RIGHT = 39;
var KEY_UP = 38;
var KEY_DOWN = 40;
//variables used to test movement
var keyHeld_Up = false;
var keyHeld_Down = false;
var keyHeld_Left = false;
var keyHeld_Right = false;
//Keypress?
function keyPressed(evt) {
if(evt.keyCode == KEY_UP) {
keyHeld_Up = true;
}
if(evt.keyCode == KEY_DOWN) {
keyHeld_Down = true;
}
if(evt.keyCode == KEY_LEFT) {
keyHeld_Left = true;
}
if(evt.keyCode == KEY_RIGHT) {
keyHeld_Right = true;
}
//prevents page from scrolling when arrow keys are pressed
evt.preventDefault();
}
//Key Released?
function keyReleased(evt) {
if(evt.keyCode == KEY_UP) {
keyHeld_Up = false;
}
if(evt.keyCode == KEY_DOWN) {
keyHeld_Down = false;
}
if(evt.keyCode == KEY_LEFT) {
keyHeld_Left = false;
}
if(evt.keyCode == KEY_RIGHT) {
keyHeld_Right = false;
}
}
//Initialize Canvas and Game Loop
window.onload = function() {
console.log("Is this thing on?");
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
var framesPerSecond = 30;
setInterval(function() {
drawObjects();
movePlayer();
damageTest();
}, 1000/framesPerSecond);
}
// Drawing function
function colorRect(x,y, width,height, color, health) {
this.width = width;
this.height = height;
this.x = x;
this.y = y;
this.color = color;
this.health = health;
this.update = function() {
this.draw();
}
this.draw = function() {
canvasContext.beginPath();
canvasContext.rect(this.x, this.y, this.width, this.height);
canvasContext.fillStyle = this.color;
canvasContext.fill();
canvasContext.closePath();
}
};
// Creating Objects
var Screen = new colorRect( 0, 0, 600, 480, 'black', 0);
var Player = new colorRect( PLAYER_X, PLAYER_Y, PLAYER_WIDTH, PLAYER_HEIGHT, 'red', PLAYER_HEALTH);
var Box = new colorRect( 200, 200, 30, 30, 'green', 0);
var Spike = new colorRect( 300, 300, 25, 25, 'white', 0);
// Drawing Objects
function drawObjects() {
Screen.update();
Spike.update();
Player.update();
Box.update();
}
//Collision Test
function collides( a, b ) {
return a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y;
}
//Movement based on keypress events
function movePlayer() {
if(collides( Player, Box ) === false) {
if(keyHeld_Up) {
Player.y -= 2;
}
if(keyHeld_Down) {
Player.y += 2;
}
if(keyHeld_Left) {
Player.x -= 2;
}
if(keyHeld_Right) {
Player.x += 2;
}
}
}
//Testing Collision for damage
function damageTest() {
if(collides( Player, Spike ) === true) {
Player.health -= 1;
}
//Displaying Health in <body>
document.getElementById("Health").innerHTML = "Health: " + Player.health;
}
</script>
</body>
</html>
The code I made stops the player in its tracks completely when hitting the box, but you could create individual collision circumstances for when objects collide on each side of another object, and use those to detect collision.
I hope this helped! If you have any questions regarding this code, just ask! (To run code snippet you might want to go full screen and click inside canvas)

Accessibility of functions in javascript

This is a question from javascript.
if (game.ship.livesPool.getPool[0].getDamaged())
I got an error on this getDamaged() function as undefined inside another function.
game = new Game();
game is defined outside this function as a global variable.
this.ship = new Ship();
ship is defined inside Game class.
this.livesPool = new Pool();
var pool = [];
this.getPool = function(){
return pool;
}
livesPool is defined inside Pool class. pool is an array defined in Pool class.
getPool function will return this array.
pool[i] = new Lives();
each of the pool[i] will be assigned Lives object in Pool class.
this.getDamaged = function(){
return this.damaged;
}
getDamaged() function is defined this way inside Lives class.
Why does it show me that this function is undefined?
Game class
function Game() {
this.init = function () {
// Obtain the canvas from HTML
this.bgCanvas = document.getElementById('background');
this.shipCanvas = document.getElementById('ship');
this.mainCanvas = document.getElementById('main');
// Load the context
/* Just one of them passing to conditional statement is enough to test
* the availability
*/
if (this.bgCanvas.getContext) {
this.bgContext = this.bgCanvas.getContext('2d');
this.shipContext = this.shipCanvas.getContext('2d');
this.mainContext = this.mainCanvas.getContext('2d');
Background.prototype.context = this.bgContext;
Background.prototype.canvasHeight = this.bgCanvas.height;
Background.prototype.canvasWidth = this.bgCanvas.width;
Ship.prototype.context = this.shipContext;
Ship.prototype.canvasHeight = this.shipCanvas.height;
Ship.prototype.canvasWidth = this.shipCanvas.width;
Lives.prototype.context = this.shipContext;
Lives.prototype.canvasHeight = this.shipCanvas.height;
Lives.prototype.canvasWidth = this.shipCanvas.width;
Bullet.prototype.context = this.mainContext;
Bullet.prototype.canvasHeight = this.mainCanvas.height;
Bullet.prototype.canvasWidth = this.mainCanvas.width;
Bullet.prototype.bossContext = this.shipContext;
Enemy.prototype.context = this.mainContext;
Enemy.prototype.canvasHeight = this.mainCanvas.height;
Enemy.prototype.canvasWidth = this.mainCanvas.width;
Boss.prototype.context = this.shipContext;
Boss.prototype.canvasHeight = this.shipCanvas.height;
Boss.prototype.canvasWidth = this.shipCanvas.width;
// Define background in the game
this.background = new Background();
this.background.init(0, 0, imageRepository.background.width, imageRepository.background.height);
// Define ship in the game
this.ship = new Ship();
var shipStartX = this.shipCanvas.width / 2 - imageRepository.ship.width / 2;
var shipStartY = this.shipCanvas.height / 4 * 3 + imageRepository.ship.height / 2;
this.ship.init(shipStartX, shipStartY, imageRepository.ship.width, imageRepository.ship.height);
this.ship.type = "ship";
this.ship.hasExplored = false;
// Define enemy pools in the game
this.enemyPool = new Pool(10);
this.enemyPool.init("enemy");
this.boss = new Boss();
return true;
}
else {
return false;
}
};
this.runGame = function () {
this.ship.draw();
animate();
};
this.restart = function () {
this.bgContext.clearRect(0, 0, this.bgCanvas.width, this.bgCanvas.height);
this.mainContext.clearRect(0, 0, this.mainCanvas.width, this.mainCanvas.height);
this.shipContext.clearRect(0, 0, this.shipCanvas.width, this.shipCanvas.height);
this.enemyPool.init("enemy");
var shipStartX = this.shipCanvas.width / 2 - imageRepository.ship.width / 2;
var shipStartY = this.shipCanvas.height / 4 * 3 + imageRepository.ship.height / 2;
this.ship.x = shipStartX;
this.ship.y = shipStartY;
this.ship.hasExplored = false;
this.ship.bulletPool.init("bullet");
score = 0;
displayedScore = 0;
bossExist = false;
this.boss.life = 100;
this.boss.bulletPool.init("boss_bullet");
this.boss.fireRate = 0;
while(this.ship.livesPool.getSize() < 3){
this.ship.livesPool.increaseLives();
}
document.getElementById('game-over').style.display = "none";
this.runGame();
};
this.start = function () {
gameStarted = true;
document.getElementById('main-menu').style.display = 'none';
document.getElementById('score-board').style.display = 'block';
};
this.backHome = function () {
gameStarted = false;
document.getElementById('game-over').style.display = 'none';
document.getElementById('score-board').style.display = 'none';
document.getElementById('main-menu').style.display = 'block';
this.restart();
};
}
Ship class.
function Ship() {
this.speed = 5;
this.bulletPool = new Pool(maxNumOfBullets);
this.bulletPool.init("bullet");
this.bulletSoundPool = new SoundPool(maxNumOfBullets);
this.bulletSoundPool.init("bullet");
this.livesPool = new Pool(3);
this.livesPool.init("lives");
this.hasExplored = false;
this.life = 3;
var fireRate = 15;
var counter = 0;
this.draw = function () {
if (this.livesPool.getSize() <= 0) {
this.context.clearRect(this.x, this.y, this.width, this.height);
}
else {
this.context.drawImage(imageRepository.ship, this.x, this.y);
}
}
this.move = function () {
counter++;
// Determine if the action is move action
if (KEY_STATUS.left || KEY_STATUS.right ||
KEY_STATUS.down || KEY_STATUS.up) {
// The ship moved, so erase it's current image so it can
// be redrawn in it's new location
this.context.clearRect(this.x, this.y, this.width, this.height);
// Update x and y according to the direction to move and
// redraw the ship. Change the else if's to if statements
// to have diagonal movement.
if (KEY_STATUS.left) {
this.x -= this.speed
if (this.x <= 0) // Keep player within the screen
this.x = 0;
} else if (KEY_STATUS.right) {
this.x += this.speed
if (this.x >= this.canvasWidth - this.width)
this.x = this.canvasWidth - this.width;
} else if (KEY_STATUS.up) {
this.y -= this.speed
if (this.y <= this.canvasHeight / 4 * 3)
this.y = this.canvasHeight / 4 * 3;
} else if (KEY_STATUS.down) {
this.y += this.speed
if (this.y >= this.canvasHeight - this.height)
this.y = this.canvasHeight - this.height;
}
}
this.draw();
if (KEY_STATUS.space && counter >= fireRate) {
this.fire();
counter = 0;
}
};
this.fire = function () {
this.bulletPool.getTwo(this.x + imageRepository.ship.width / 10, this.y, 3);
this.bulletSoundPool.get();
};
}
Pool class.
function Pool(maxSize) {
var size = maxSize;
var pool = [];
var type = "";
// This design enables us to not need to create an object each loop
this.init = function (obj) {
if (obj === "bullet") {
type = "bullet";
for (var i = 0; i < size; i++) {
var bullet = new Bullet("bullet");
bullet.init(0, 0, imageRepository.bullet.width, imageRepository.bullet.height);
bullet.collidableWith = "enemy";
bullet.type = "bullet";
pool[i] = bullet;
}
}
else if (obj === "enemy") {
type = "enemy";
for (var i = 0; i < size; i++) {
var enemy = null;
var rand = Math.floor(Math.random() * 10);
if (rand < 8) {
enemy = new Enemy("enemy", 0, 10);
enemy.init(0, 0, imageRepository.enemy.width, imageRepository.enemy.height);
}
else {
enemy = new Enemy("enemy2", 2, 15);
enemy.init(0, 0, imageRepository.enemy2.width, imageRepository.enemy2.height);
}
enemy.collidableWith = "ship";
enemy.type = "enemy";
pool[i] = enemy;
}
}
else if (obj === "boss_bullet") {
type = "boss_bullet";
for (var i = 0; i < size; i++) {
var bullet = new Bullet("boss_bullet");
bullet.init(0, 0, imageRepository.boss_bullet.width, imageRepository.boss_bullet.height);
bullet.collidableWith = "ship";
bullet.type = "bullet";
pool[i] = bullet;
}
}
else if (obj === "lives") {
type = "lives";
for (var i = 0; i < size; i++) {
var lives = new Lives();
lives.init(imageRepository.background.width - ((i + 1) * imageRepository.lives.width) - 10,
imageRepository.background.height - imageRepository.lives.height - 10,
imageRepository.lives.width, imageRepository.lives.height);
pool[i] = lives;
}
}
};
// Return pool attribute for usage in checking collision
this.getPool = function () {
var res = [];
for (var i = 0; i < pool.length; i++) {
if (pool[i].alive) {
res.push(pool[i]);
}
}
return res;
};
this.get = function (x, y, speed) {
if (pool[size - 1] instanceof Bullet) {
if (!pool[size - 1].alive) {
pool[size - 1].spawn(x, y, speed);
pool.unshift(pool.pop());
}
}
else if (pool[size - 1] instanceof Enemy) {
if (!pool[size - 1].alive) {
if (!(pool[0].alive && pool[0].y <= pool[0].height)) {
pool[size - 1].spawn(x, y, speed);
pool.unshift(pool.pop());
}
}
}
};
this.getTwo = function (x, y, speed) {
if (type === "bullet") {
if (!pool[size - 1].alive && !pool[size - 2].alive) {
this.get(x, y, speed);
this.get(x + (imageRepository.ship.width * 8) / 10
- imageRepository.bullet.width, y, speed);
}
}
else if (type === "boss_bullet") {
if (!pool[size - 1].alive && !pool[size - 2].alive) {
this.get(x, y, speed);
// This will have the center of boss as the center between two bullets
// x + 2 * (imageRepository.boss.width / 2 - x) - imageRepository.boss_bullet.width
this.get(x + imageRepository.boss.width * 3 / 5 - imageRepository.boss_bullet.width,
y, speed);
console.log(x);
console.log(x + imageRepository.boss.width * 3 / 5 - imageRepository.boss_bullet.width);
}
}
};
this.animate = function () {
for (var i = 0; i < size; i++) {
if (pool[i].alive) {
if (pool[i].draw()) {
pool[i].clear();
pool.push((pool.splice(i, 1))[0]);
}
}
else
break;
}
};
this.getSize = function () {
return size;
};
this.setSize = function (input) {
size = input;
};
this.decreaseLives = function () {
if (size >= 1) {
if (pool[size - 1] instanceof Lives) {
pool[size - 1].setDamaged(true);
size--;
}
}
};
this.increaseLives = function(){
if (pool[size - 1] instanceof Lives){
pool[size - 1].setDamaged(true);
size++;
}
};
}
Lives class.
function Lives() {
this.alive = true;
this.damaged = false;
this.draw = function () {
this.context.clearRect(this.x, this.y, this.width, this.height);
this.context.drawImage(imageRepository.lives, this.x, this.y);
if (this.damaged)
return true;
}
this.clear = function () {
alive = false;
this.x = -1 * this.width;
this.y = -1 * this.height;
}
this.getDamaged = function(){
return this.damaged;
}
this.setDamaged = function(input){
this.damaged = input;
}
}
getPool is a function, you need to call it:
if (game.ship.livesPool.getPool()[0].getDamaged())
// ^^

Expected an identifier and instead saw '*' line 7 pos 3

I am trying to merge the coins into master but there is a conflict. I am unable to save the game.js file either because sublime is yelling at me for having a syntax error that I can't figure out, please help
enter image description here
here is all the code with bugs as per sublime text 3:
// Canvas Asteroids
//
// Copyright (c) 2010 Doug McInnes
//
KEY_CODES = {
'32': 'space',
'37': 'left',
'38': 'up',
'39': 'right',
'40': 'down',
'70': 'f',
'71': 'g',
'72': 'h',
'77': 'm',
'80': 'p'
}
KEY_STATUS = { keyDown:false };
for (code in KEY_CODES) {
KEY_STATUS[KEY_CODES[code]] = false;
}
$(window).keydown(function (e) {
KEY_STATUS.keyDown = true;
if (KEY_CODES[e.keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[e.keyCode]] = true;
}
}).keyup(function (e) {
KEY_STATUS.keyDown = false;
if (KEY_CODES[e.keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[e.keyCode]] = false;
}
});
GRID_SIZE = 60;
Matrix = function (rows, columns) {
var i, j;
this.data = new Array(rows);
for (i = 0; i < rows; i++) {
this.data[i] = new Array(columns);
}
this.configure = function (rot, scale, transx, transy) {
var rad = (rot * Math.PI)/180;
var sin = Math.sin(rad) * scale;
var cos = Math.cos(rad) * scale;
this.set(cos, -sin, transx,
sin, cos, transy);
};
this.set = function () {
var k = 0;
for (i = 0; i < rows; i++) {
for (j = 0; j < columns; j++) {
this.data[i][j] = arguments[k];
k++;
}
}
}
this.multiply = function () {
var vector = new Array(rows);
for (i = 0; i < rows; i++) {
vector[i] = 0;
for (j = 0; j < columns; j++) {
vector[i] += this.data[i][j] * arguments[j];
}
}
return vector;
};
};
Sprite = function () {
this.init = function (name, points) {
this.name = name;
this.points = points;
this.vel = {
x: 0,
y: 0,
rot: 0
};
this.acc = {
x: 0,
y: 0,
rot: 0
};
};
this.children = {};
this.color = 'black';
this.solid = false;
this.visible = false;
this.reap = false;
this.bridgesH = true;
this.bridgesV = true;
this.collidesWith = [];
this.x = 0;
this.y = 0;
this.rot = 0;
this.scale = 1;
this.currentNode = null;
this.nextSprite = null;
this.preMove = null;
this.postMove = null;
this.run = function(delta) {
this.move(delta);
this.updateGrid();
this.context.save();
this.configureTransform();
this.draw();
var canidates = this.findCollisionCanidates();
this.matrix.configure(this.rot, this.scale, this.x, this.y);
this.checkCollisionsAgainst(canidates);
this.context.restore();
if (this.bridgesH && this.currentNode && this.currentNode.dupe.horizontal) {
this.x += this.currentNode.dupe.horizontal;
this.context.save();
this.configureTransform();
this.draw();
this.checkCollisionsAgainst(canidates);
this.context.restore();
if (this.currentNode) {
this.x -= this.currentNode.dupe.horizontal;
}
}
if (this.bridgesV && this.currentNode && this.currentNode.dupe.vertical) {
this.y += this.currentNode.dupe.vertical;
this.context.save();
this.configureTransform();
this.draw();
this.checkCollisionsAgainst(canidates);
this.context.restore();
if (this.currentNode) {
this.y -= this.currentNode.dupe.vertical;
}
}
if (this.bridgesH && this.bridgesV &&
this.currentNode &&
this.currentNode.dupe.vertical &&
this.currentNode.dupe.horizontal) {
this.x += this.currentNode.dupe.horizontal;
this.y += this.currentNode.dupe.vertical;
this.context.save();
this.configureTransform();
this.draw();
this.checkCollisionsAgainst(canidates);
this.context.restore();
if (this.currentNode) {
this.x -= this.currentNode.dupe.horizontal;
this.y -= this.currentNode.dupe.vertical;
}
}
};
this.move = function (delta) {
if (!this.visible) return;
this.transPoints = null; // clear cached points
if ($.isFunction(this.preMove)) {
this.preMove(delta);
}
#torazaburo Thank you, you are right. JSLint was the problem all worked when I removed the package from Sublime Text 3.
#torazaburo
should work identically as property names. This seems to be a bug in
JSLint, which is notoriously picky.

Categories