I'm coding a basic game and in that game, the score is based on how long you survive. However, the score isn't recording how long the player survives in seconds, instead it's doing so in milliseconds (I presume). How can I fix this so the score keeps track in seconds?
I've tried using setInterval([insert parameter], 1000) but still my code ran in milliseconds.
/*Down below I am bringing the canvas into JavaScript so we can code and "draw" our canvas.*/
var thecanvas = document.getElementById("thecanvas").getContext("2d");
thecanvas.font = "30px Arial";
var HEIGHT = 500;
var WIDTH = 500;
var TimeWhenTheGameStarted = Date.now(); /*This will return the time in miliseconds.*/
var CountofTheFrames = 0;
var TheScore = 0;
/*The Player - Variable will be the object, as indicated by the {}*/
var player = {
x: 50,
speedX: 30,
y: 40,
speedY: 5,
name: "P",
hp: 10,
width: 20,
height: 20,
color: "blue",
};
var enemyList = {};
gettingDistanceBetweenEntities = function(entity1, entity2) {
/*Return Distance (number)*/
var vx = entity1.x - entity2.x;
var vy = entity1.y - entity2.y;
return Math.sqrt(vx * vx + vy * vy);
};
testingCollisionOfEntities = function(entity1, entity2) {
/*Return if colliding (true.false)*/
var rectangle1 = {
x: entity1.x - entity1.width / 2,
y: entity1.y - entity1.height / 2,
width: entity1.width,
height: entity1.height,
};
var rectangle2 = {
x: entity2.x - entity2.width / 2,
y: entity2.y - entity2.height / 2,
width: entity2.width,
height: entity2.height,
};
return testingCollusionofRectangles(rectangle1, rectangle2);
};
Enemy = function(id, x, y, speedX, speedY, width, height) {
var theenemy = {
x: x,
speedX: speedX,
y: y,
speedY: speedY,
name: "E",
id: id,
width: width,
height: height,
color: "red",
};
enemyList[id] = theenemy;
};
UpdatingTheEntity = function(entityParameter) {
UpdatingTheEntityPosition(entityParameter);
DrawingTheEntity(entityParameter);
};
document.onmousemove = function(mouse) {
var mouseX =
mouse.clientX -
document.getElementById("thecanvas").getBoundingClientRect().left;
var mouseY =
mouse.clientY -
document.getElementById("thecanvas").getBoundingClientRect().top;
/*Makes sure that the mouse does not go out of bounds of the canvas.*/
if (mouseX < player.width / 2) mouseX = player.width / 2;
if (mouseX > WIDTH - player.width / 2) mouseX = WIDTH - player.width / 2;
if (mouseY < player.height / 2) mouseY = player.height / 2;
if (mouseY > HEIGHT - player.height / 2) mouseY = HEIGHT - player.height / 2;
player.x = mouseX;
player.y = mouseY;
};
/*Speed of the Entities*/
UpdatingTheEntityPosition = function(entityParameter) {
entityParameter.x += entityParameter.speedX;
entityParameter.y += entityParameter.speedY;
if (entityParameter.x < 0 || entityParameter.x > WIDTH) {
entityParameter.speedX = -entityParameter.speedX;
}
if (entityParameter.y < 0 || entityParameter.y > HEIGHT) {
entityParameter.speedY = -entityParameter.speedY;
}
};
testingCollusionofRectangles = function(rectangle1, rectangle2) {
return (
rectangle1.x <= rectangle2.x + rectangle2.width &&
rectangle2.x <= rectangle1.x + rectangle1.width &&
rectangle1.y <= rectangle2.y + rectangle2.height &&
rectangle2.y <= rectangle1.y + rectangle1.height
);
};
/*Physical Appearance of the Entities*/
DrawingTheEntity = function(entityParameter) {
thecanvas.save();
thecanvas.fillStyle = entityParameter.color;
thecanvas.fillRect(
entityParameter.x - entityParameter.width / 2,
entityParameter.y - entityParameter.height / 2,
entityParameter.width,
entityParameter.height,
);
thecanvas.restore(); /*So we do not override the color of HP*/
};
runningTheCode = function() {
thecanvas.clearRect(0, 0, WIDTH, HEIGHT);
/*Increase by 1*/
CountofTheFrames++;
TheScore++;
CountofTheFrames = CountofTheFrames + 1;
/*This will generate more random enemies over time*/
if (CountofTheFrames % 300 === 0)
/*Only when the frame count reaches 300, it will generate new enemies every 8 seconds*/
RandomlyGeneratingEnemies();
for (var id in enemyList) {
UpdatingTheEntity(enemyList[id]);
var isColliding = testingCollisionOfEntities(player, enemyList[id]);
if (isColliding) {
player.hp = player.hp - 1;
if (player.hp <= 0) {
var TimeSurvived = Date.now() - TimeWhenTheGameStarted;
console.log(
"You lost! You survived for " + TimeSurvived + " miliseconds!",
);
//TimeWhenTheGameStarted = Date.now(); /*Restarts*/
player.hp = 10;
StartingNewGame();
}
}
}
DrawingTheEntity(player);
thecanvas.fillText(player.hp + "HP", 0, 30);
thecanvas.fillText("Score: " + TheScore, 325, 30);
};
RandomlyGeneratingEnemies = function() {
/* Math.random () returns a number between 0 and 1 by default*/
var id = Math.random();
var x = Math.random() * WIDTH;
var y = Math.random() * HEIGHT;
var height = 24 + Math.random() * 10;
var width = 10 + Math.random() * 23;
var speedX = 4 + Math.random() * 6;
var speedY = 4 + Math.random() * 6;
Enemy(id, x, y, speedX, speedY, height, width);
};
StartingNewGame = function() {
player.hp = 10;
TimeWhenTheGameStarted = Date.now();
CountofTheFrames = 0;
TheScore = 0;
enemyList = {};
RandomlyGeneratingEnemies();
RandomlyGeneratingEnemies();
RandomlyGeneratingEnemies();
};
setInterval(
runningTheCode,
40,
); /*Meaning, the code will run every [blank] miliseconds, 40 = 22 frames*/
<center><h1>Dodge Box: The Game</h1></center>
<center><canvas id="thecanvas" width="500" height="500" style="border: 4px solid #000000;"></canvas></center>
When running the code, the score will run in seconds, not in milliseconds.
Divide milliseconds by 1000 to get seconds.
var TimeSurvived = (Date.now() - TimeWhenTheGameStarted) / 1000;
I'm trying to give each of the falling objects a gradient to make them look like shiny gold tickets.
I have a Codepen
I forked the pen from another repo and all i've changed in the background colour and the ticket colour.
This is the part of the code that control the colour. How do I add the gradient?
var colorThemes = [
function() {
//return color(200 * random()|0, 200 * random()|0, 200 * random()|0);
return color(218,165,32);
}, function() {
var black = 200 * random()|0; return color(200, black, black);
}, function() {
var black = 200 * random()|0; return color(black, 200, black);
}, function() {
var black = 200 * random()|0; return color(black, black, 200);
}, function() {
return color(200, 100, 200 * random()|0);
}, function() {
return color(200 * random()|0, 200, 200);
}, function() {
var black = 256 * random()|0; return color(black, black, black);
}, function() {
return colorThemes[random() < .5 ? 1 : 2]();
}, function() {
return colorThemes[random() < .5 ? 3 : 5]();
}, function() {
return colorThemes[random() < .5 ? 2 : 4]();
}
];
function color(r, g, b) {
return 'rgb(' + r + ',' + g + ',' + b + ')';
}
'use strict';
// If set to true, the user must press
// UP UP DOWN ODWN LEFT RIGHT LEFT RIGHT A B
// to trigger the confetti with a random color theme.
// Otherwise the confetti constantly falls.
var onlyOnKonami = false;
$(function() {
// Globals
var $window = $(window)
, random = Math.random
, cos = Math.cos
, sin = Math.sin
, PI = Math.PI
, PI2 = PI * 2
, timer = undefined
, frame = undefined
, confetti = [];
// Settings
var konami = [38, 38, 40, 40, 37, 39, 37, 39, 66, 65]
, pointer = 0;
var particles = 150
, spread = 10
, sizeMin = 3
, sizeMax = 40 - sizeMin
, eccentricity = 10
, deviation = 100
, dxThetaMin = -.1
, dxThetaMax = -dxThetaMin - dxThetaMin
, dyMin = .13
, dyMax = .18
, dThetaMin = .4
, dThetaMax = .7 - dThetaMin;
var colorThemes = [
function() {
//return color(200 * random()|0, 200 * random()|0, 200 * random()|0);
return color(218,165,32);
}, function() {
var black = 200 * random()|0; return color(200, black, black);
}, function() {
var black = 200 * random()|0; return color(black, 200, black);
}, function() {
var black = 200 * random()|0; return color(black, black, 200);
}, function() {
return color(200, 100, 200 * random()|0);
}, function() {
return color(200 * random()|0, 200, 200);
}, function() {
var black = 256 * random()|0; return color(black, black, black);
}, function() {
return colorThemes[random() < .5 ? 1 : 2]();
}, function() {
return colorThemes[random() < .5 ? 3 : 5]();
}, function() {
return colorThemes[random() < .5 ? 2 : 4]();
}
];
function color(r, g, b) {
return 'rgb(' + r + ',' + g + ',' + b + ')';
}
// Cosine interpolation
function interpolation(a, b, t) {
return (1-cos(PI*t))/2 * (b-a) + a;
}
// Create a 1D Maximal Poisson Disc over [0, 1]
var radius = 1/eccentricity, radius2 = radius+radius;
function createPoisson() {
// domain is the set of points which are still available to pick from
// D = union{ [d_i, d_i+1] | i is even }
var domain = [radius, 1-radius], measure = 1-radius2, spline = [0, 1];
while (measure) {
var dart = measure * random(), i, l, interval, a, b, c, d;
// Find where dart lies
for (i = 0, l = domain.length, measure = 0; i < l; i += 2) {
a = domain[i], b = domain[i+1], interval = b-a;
if (dart < measure+interval) {
spline.push(dart += a-measure);
break;
}
measure += interval;
}
c = dart-radius, d = dart+radius;
// Update the domain
for (i = domain.length-1; i > 0; i -= 2) {
l = i-1, a = domain[l], b = domain[i];
// c---d c---d Do nothing
// c-----d c-----d Move interior
// c--------------d Delete interval
// c--d Split interval
// a------b
if (a >= c && a < d)
if (b > d) domain[l] = d; // Move interior (Left case)
else domain.splice(l, 2); // Delete interval
else if (a < c && b > c)
if (b <= d) domain[i] = c; // Move interior (Right case)
else domain.splice(i, 0, c, d); // Split interval
}
// Re-measure the domain
for (i = 0, l = domain.length, measure = 0; i < l; i += 2)
measure += domain[i+1]-domain[i];
}
return spline.sort();
}
// Create the overarching container
var container = document.createElement('div');
container.style.position = 'fixed';
container.style.top = '0';
container.style.left = '0';
container.style.width = '100%';
container.style.height = '0';
container.style.overflow = 'visible';
container.style.zIndex = '9999';
// Confetto constructor
function Confetto(theme) {
this.frame = 0;
this.outer = document.createElement('div');
this.inner = document.createElement('div');
this.outer.appendChild(this.inner);
var outerStyle = this.outer.style, innerStyle = this.inner.style;
outerStyle.position = 'absolute';
outerStyle.width = (sizeMin + sizeMax * random()) + 'px';
outerStyle.height = (sizeMin + sizeMax * random()) + 'px';
innerStyle.width = '100%';
innerStyle.height = '100%';
innerStyle.backgroundColor = theme();
outerStyle.perspective = '100px';
outerStyle.transform = 'rotate(' + (360 * random()) + 'deg)';
this.axis = 'rotate3D(' +
cos(360 * random()) + ',' +
cos(360 * random()) + ',0,';
this.theta = 360 * random();
this.dTheta = dThetaMin + dThetaMax * random();
innerStyle.transform = this.axis + this.theta + 'deg)';
this.x = $window.width() * random();
this.y = -deviation;
this.dx = sin(dxThetaMin + dxThetaMax * random());
this.dy = dyMin + dyMax * random();
outerStyle.left = this.x + 'px';
outerStyle.top = this.y + 'px';
// Create the periodic spline
this.splineX = createPoisson();
this.splineY = [];
for (var i = 1, l = this.splineX.length-1; i < l; ++i)
this.splineY[i] = deviation * random();
this.splineY[0] = this.splineY[l] = deviation * random();
this.update = function(height, delta) {
this.frame += delta;
this.x += this.dx * delta;
this.y += this.dy * delta;
this.theta += this.dTheta * delta;
// Compute spline and convert to polar
var phi = this.frame % 7777 / 7777, i = 0, j = 1;
while (phi >= this.splineX[j]) i = j++;
var rho = interpolation(
this.splineY[i],
this.splineY[j],
(phi-this.splineX[i]) / (this.splineX[j]-this.splineX[i])
);
phi *= PI2;
outerStyle.left = this.x + rho * cos(phi) + 'px';
outerStyle.top = this.y + rho * sin(phi) + 'px';
innerStyle.transform = this.axis + this.theta + 'deg)';
return this.y > height+deviation;
};
}
function poof() {
if (!frame) {
// Append the container
document.body.appendChild(container);
// Add confetti
var theme = colorThemes[onlyOnKonami ? colorThemes.length * random()|0 : 0]
, count = 0;
(function addConfetto() {
if (onlyOnKonami && ++count > particles)
return timer = undefined;
var confetto = new Confetto(theme);
confetti.push(confetto);
container.appendChild(confetto.outer);
timer = setTimeout(addConfetto, spread * random());
})(0);
// Start the loop
var prev = undefined;
requestAnimationFrame(function loop(timestamp) {
var delta = prev ? timestamp - prev : 0;
prev = timestamp;
var height = $window.height();
for (var i = confetti.length-1; i >= 0; --i) {
if (confetti[i].update(height, delta)) {
container.removeChild(confetti[i].outer);
confetti.splice(i, 1);
}
}
if (timer || confetti.length)
return frame = requestAnimationFrame(loop);
// Cleanup
document.body.removeChild(container);
frame = undefined;
});
}
}
$window.keydown(function(event) {
pointer = konami[pointer] === event.which
? pointer+1
: +(event.which === konami[0]);
if (pointer === konami.length) {
pointer = 0;
poof();
}
});
if (!onlyOnKonami) poof();
});
html {
height: 100%;
}
body {
background: #d09d42;
background: linear-gradient(to bottom, #efc466, #d09d42);
height: 100%;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
You need to modify method Confetto() to change the color of the divI've added the following javascript after innerStyle.backgroundColor = theme():
function Confetto(){
//Code
innerStyle.backgroundColor = theme()
innerStyle.background = "linear-gradient(to right, " + theme() + " , yellow)";
innerStyle.border = "thick solid #FFFB00";
innerStyle.borderWidth = "thin";
//Rest of the code
}
Check out this :
// JavaScript source code
'use strict';
// If set to true, the user must press
// UP UP DOWN ODWN LEFT RIGHT LEFT RIGHT A B
// to trigger the confetti with a random color theme.
// Otherwise the confetti constantly falls.
var onlyOnKonami = false;
$(function () {
// Globals
var $window = $(window),
random = Math.random,
cos = Math.cos,
sin = Math.sin,
PI = Math.PI,
PI2 = PI * 2,
timer = undefined,
frame = undefined,
confetti = [];
// Settings
var konami = [38, 38, 40, 40, 37, 39, 37, 39, 66, 65],
//var konami = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
pointer = 0;
var particles = 10,
spread = 10,
sizeMin = 3,
sizeMax = 40 - sizeMin,
eccentricity = 10,
deviation = 100,
dxThetaMin = -.1,
dxThetaMax = -dxThetaMin - dxThetaMin,
dyMin = .13,
dyMax = .18,
dThetaMin = .4,
dThetaMax = .7 - dThetaMin;
var colorThemes = [
function () {
//return color(200 * random()|0, 200 * random()|0, 200 * random()|0);
return color(218, 165, 32);
},
function () {
var black = 200 * random() | 0;
return color(200, black, black);
},
function () {
var black = 200 * random() | 0;
return color(black, 200, black);
},
function () {
var black = 200 * random() | 0;
return color(black, black, 200);
},
function () {
return color(200, 100, 200 * random() | 0);
},
function () {
return color(200 * random() | 0, 200, 200);
},
function () {
var black = 256 * random() | 0;
return color(black, black, black);
},
function () {
return colorThemes[random() < .5 ? 1 : 2]();
},
function () {
return colorThemes[random() < .5 ? 3 : 5]();
},
function () {
return colorThemes[random() < .5 ? 2 : 4]();
}
];
function color(r, g, b) {
return 'rgb(' + r + ',' + g + ',' + b + ')';
}
// Cosine interpolation
function interpolation(a, b, t) {
return (1 - cos(PI * t)) / 2 * (b - a) + a;
}
// Create a 1D Maximal Poisson Disc over [0, 1]
var radius = 1 / eccentricity,
radius2 = radius + radius;
function createPoisson() {
// domain is the set of points which are still available to pick from
// D = union{ [d_i, d_i+1] | i is even }
var domain = [radius, 1 - radius],
measure = 1 - radius2,
spline = [0, 1];
while (measure) {
var dart = measure * random(),
i, l, interval, a, b, c, d;
// Find where dart lies
for (i = 0, l = domain.length, measure = 0; i < l; i += 2) {
a = domain[i], b = domain[i + 1], interval = b - a;
if (dart < measure + interval) {
spline.push(dart += a - measure);
break;
}
measure += interval;
}
c = dart - radius, d = dart + radius;
// Update the domain
for (i = domain.length - 1; i > 0; i -= 2) {
l = i - 1, a = domain[l], b = domain[i];
// c---d c---d Do nothing
// c-----d c-----d Move interior
// c--------------d Delete interval
// c--d Split interval
// a------b
if (a >= c && a < d)
if (b > d) domain[l] = d; // Move interior (Left case)
else domain.splice(l, 2); // Delete interval
else if (a < c && b > c)
if (b <= d) domain[i] = c; // Move interior (Right case)
else domain.splice(i, 0, c, d); // Split interval
}
// Re-measure the domain
for (i = 0, l = domain.length, measure = 0; i < l; i += 2)
measure += domain[i + 1] - domain[i];
}
return spline.sort();
}
// Create the overarching container
var container = document.createElement('div');
container.style.position = 'fixed';
container.style.top = '0';
container.style.left = '0';
container.style.width = '100%';
container.style.height = '0';
container.style.overflow = 'visible';
container.style.zIndex = '9999';
// Confetto constructor
function Confetto(theme) {
this.frame = 0;
this.outer = document.createElement('div');
this.inner = document.createElement('div');
this.outer.appendChild(this.inner);
var outerStyle = this.outer.style,
innerStyle = this.inner.style;
outerStyle.position = 'absolute';
outerStyle.width = (sizeMin + sizeMax * random()) + 'px';
outerStyle.height = (sizeMin + sizeMax * random()) + 'px';
innerStyle.width = '100%';
innerStyle.height = '100%';
var f = theme();
innerStyle.backgroundColor = theme();
innerStyle.background = "linear-gradient(to right, " + theme() + " , yellow)";
innerStyle.border = "thick solid #FFFB00";
innerStyle.borderWidth = "thin";
outerStyle.perspective = '100px';
outerStyle.transform = 'rotate(' + (360 * random()) + 'deg)';
this.axis = 'rotate3D(' +
cos(360 * random()) + ',' +
cos(360 * random()) + ',0,';
this.theta = 360 * random();
this.dTheta = dThetaMin + dThetaMax * random();
innerStyle.transform = this.axis + this.theta + 'deg)';
this.x = $window.width() * random();
this.y = -deviation;
this.dx = sin(dxThetaMin + dxThetaMax * random());
this.dy = dyMin + dyMax * random();
outerStyle.left = this.x + 'px';
outerStyle.top = this.y + 'px';
// Create the periodic spline
this.splineX = createPoisson();
this.splineY = [];
for (var i = 1, l = this.splineX.length - 1; i < l; ++i)
this.splineY[i] = deviation * random();
this.splineY[0] = this.splineY[l] = deviation * random();
this.update = function (height, delta) {
this.frame += delta;
this.x += this.dx * delta;
this.y += this.dy * delta;
this.theta += this.dTheta * delta;
// Compute spline and convert to polar
var phi = this.frame % 7777 / 7777,
i = 0,
j = 1;
while (phi >= this.splineX[j]) i = j++;
var rho = interpolation(
this.splineY[i],
this.splineY[j],
(phi - this.splineX[i]) / (this.splineX[j] - this.splineX[i])
);
phi *= PI2;
outerStyle.left = this.x + rho * cos(phi) + 'px';
outerStyle.top = this.y + rho * sin(phi) + 'px';
innerStyle.transform = this.axis + this.theta + 'deg)';
return this.y > height + deviation;
};
}
function poof() {
if (!frame) {
// Append the container
document.body.appendChild(container);
// Add confetti
var theme = colorThemes[onlyOnKonami ? colorThemes.length * random() | 0 : 0],
count = 0;
(function addConfetto() {
if (onlyOnKonami && ++count > particles)
return timer = undefined;
var confetto = new Confetto(theme);
confetti.push(confetto);
container.appendChild(confetto.outer);
timer = setTimeout(addConfetto, spread * random());
})(0);
// Start the loop
var prev = undefined;
requestAnimationFrame(function loop(timestamp) {
var delta = prev ? timestamp - prev : 0;
prev = timestamp;
var height = $window.height();
for (var i = confetti.length - 1; i >= 0; --i) {
if (confetti[i].update(height, delta)) {
container.removeChild(confetti[i].outer);
confetti.splice(i, 1);
}
}
if (timer || confetti.length)
return frame = requestAnimationFrame(loop);
// Cleanup
document.body.removeChild(container);
frame = undefined;
});
}
}
$window.keydown(function (event) {
pointer = konami[pointer] === event.which ?
pointer + 1 :
+(event.which === konami[0]);
if (pointer === konami.length) {
pointer = 0;
poof();
}
});
if (!onlyOnKonami) poof();
});
html {
height: 100%;
}
body {
background: #d09d42;
background: linear-gradient(to bottom, #efc466, #d09d42);
height: 100%;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
The Problem
I am creating a game where you have to move away from or dodge projectiles coming towards you, I have enabled the user to move the image they are controlling but at the moment the user can place the image anywhere on the canvas.
The Question
How can I only allow the user to move along designated part of the canvas and only along the X axis? for example:
Here is my game, "working progress":
The user is in control of the ship, they should only be able to move left or right like this for example:
The Code
<script>
var game = create_game();
game.init();
//music
var snd = new Audio("menu.mp3");
snd.play();
document.getElementById('mute').addEventListener('click', function (evt) {
if ( snd.muted ) {
snd.muted = false
evt.target.innerHTML = 'mute'
}
else {
snd.muted = true
evt.target.innerHTML = 'unmute'
}
})
function create_game() {
debugger;
var level = 1;
var projectiles_per_level = 1;
var min_speed_per_level = 1;
var max_speed_per_level = 2;
var last_projectile_time = 0;
var next_projectile_time = 0;
var width = 600;
var height = 500;
var delay = 1000;
var item_width = 30;
var item_height = 30;
var total_projectiles = 0;
var projectile_img = new Image();
var projectile_w = 30;
var projectile_h = 30;
var player_img = new Image();
var c, ctx;
var projectiles = [];
var player = {
x: 200,
y: 400,
score: 0
};
function init() {
projectile_img.src = "apple.png";
player_img.src = "basket.png";
level = 1;
total_projectiles = 0;
projectiles = [];
c = document.getElementById("c");
ctx = c.getContext("2d");
ctx.fillStyle = "#ff6600";
ctx.fillRect(0, 0, 500, 600);
c.addEventListener("mousemove", function (e) {
//moving over the canvas.
var bounding_box = c.getBoundingClientRect();
player.x = (e.clientX - bounding_box.left) * (c.width / bounding_box.width) - player_img.width / 2;
player.y = (e.clientY - bounding_box.top) * (c.height / bounding_box.height) - player_img.height / 2;
}, false);
setupProjectiles();
requestAnimationFrame(tick);
}
function setupProjectiles() {
var max_projectiles = level * projectiles_per_level;
while (projectiles.length < max_projectiles) {
initProjectile(projectiles.length);
}
}
function initProjectile(index) {
var max_speed = max_speed_per_level * level;
var min_speed = min_speed_per_level * level;
projectiles[index] = {
x: Math.round(Math.random() * (width - 2 * projectile_w)) + projectile_w,
y: -projectile_h,
v: Math.round(Math.random() * (max_speed - min_speed)) + min_speed,
delay: Date.now() + Math.random() * delay
}
total_projectiles++;
}
function collision(projectile) {
if (projectile.y + projectile_img.height < player.y + 74) {
return false;
}
if (projectile.y > player.y + 74) {
return false;
}
if (projectile.x + projectile_img.width < player.x + 177) {
return false;
}
if (projectile.x > player.x + 177) {
return false;
}
return true;
}
function maybeIncreaseDifficulty() {
level = Math.max(1, Math.ceil(player.score / 10));
setupProjectiles();
}
function tick() {
var i;
var projectile;
var dateNow = Date.now();
c.width = c.width;
for (i = 0; i < projectiles.length; i++) {
projectile = projectiles[i];
if (dateNow > projectile.delay) {
projectile.y += projectile.v;
if (collision(projectile)) {
initProjectile(i);
player.score++;
} else if (projectile.y > height) {
initProjectile(i);
} else {
ctx.drawImage(projectile_img, projectile.x, projectile.y);
}
}
}
ctx.font = "bold 24px sans-serif";
ctx.fillStyle = "#ff6600";
ctx.fillText(player.score, c.width - 50, 50);
ctx.fillText("Level: " + level, 20, 50);
ctx.drawImage(player_img, player.x, player.y);
maybeIncreaseDifficulty();
requestAnimationFrame(tick);
}
return {
init: init
};
}
</script>
JSFiddle (Broken)
https://jsfiddle.net/3oc4jsf6/10/
If your ship is tied to mouse movement, and you want to only allow movement across the X-axis you can simply avoid changing its .y property in your mousemove listener.
Remove this line:
player.y = (e.clientY - bounding_box.top) * (c.height / bounding_box.height) - player_img.height / 2;
I visited the Stack Exchange Winter Bash website and I love the falling snow! My question is, how can I recreate a similar effect that looks as nice. I attempted to reverse engineer the code to see if I could figure it out but alas no luck there. The JS is over my head. I did a bit of googling and came across some examples but they were not as elegant as the SE site or did not look very good.
Can anyone provide some instructions on how to replicate what the SE Winter Bash site creates or a place where I might learn how to do this?
Edit: I would like to replicate the effect as close as possible, IE: falling snow with snowflakes, and being able to move the mouse and cause the snow to move or swirl with the mouse moments.
Great question, I actually wrote a snow plugin a while ago that I continually update see it in action. Also a link to the pure js source
I noticed you tagged the question html5 and canvas, however you can do it without using either, and just standard elements with images or different background colors.
Here's two really simple ones I put together just now for you to mess with. The key in my opinion is using sin to get the nice wavy effect as the flakes fall. The first one uses the canvas element, the 2nd one uses regular dom elements.
Since I'm absolutely addicted to canvas here's a canvas version that performs quite nicely in my opinion.
Canvas version
Full Screen
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
window.requestAnimationFrame = requestAnimationFrame;
})();
var flakes = [],
canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
flakeCount = 200,
mX = -100,
mY = -100
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
function snow() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < flakeCount; i++) {
var flake = flakes[i],
x = mX,
y = mY,
minDist = 150,
x2 = flake.x,
y2 = flake.y;
var dist = Math.sqrt((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y)),
dx = x2 - x,
dy = y2 - y;
if (dist < minDist) {
var force = minDist / (dist * dist),
xcomp = (x - x2) / dist,
ycomp = (y - y2) / dist,
deltaV = force / 2;
flake.velX -= deltaV * xcomp;
flake.velY -= deltaV * ycomp;
} else {
flake.velX *= .98;
if (flake.velY <= flake.speed) {
flake.velY = flake.speed
}
flake.velX += Math.cos(flake.step += .05) * flake.stepSize;
}
ctx.fillStyle = "rgba(255,255,255," + flake.opacity + ")";
flake.y += flake.velY;
flake.x += flake.velX;
if (flake.y >= canvas.height || flake.y <= 0) {
reset(flake);
}
if (flake.x >= canvas.width || flake.x <= 0) {
reset(flake);
}
ctx.beginPath();
ctx.arc(flake.x, flake.y, flake.size, 0, Math.PI * 2);
ctx.fill();
}
requestAnimationFrame(snow);
};
function reset(flake) {
flake.x = Math.floor(Math.random() * canvas.width);
flake.y = 0;
flake.size = (Math.random() * 3) + 2;
flake.speed = (Math.random() * 1) + 0.5;
flake.velY = flake.speed;
flake.velX = 0;
flake.opacity = (Math.random() * 0.5) + 0.3;
}
function init() {
for (var i = 0; i < flakeCount; i++) {
var x = Math.floor(Math.random() * canvas.width),
y = Math.floor(Math.random() * canvas.height),
size = (Math.random() * 3) + 2,
speed = (Math.random() * 1) + 0.5,
opacity = (Math.random() * 0.5) + 0.3;
flakes.push({
speed: speed,
velY: speed,
velX: 0,
x: x,
y: y,
size: size,
stepSize: (Math.random()) / 30,
step: 0,
angle: 180,
opacity: opacity
});
}
snow();
};
canvas.addEventListener("mousemove", function(e) {
mX = e.clientX,
mY = e.clientY
});
init();
Standard element version
var flakes = [],
bodyHeight = getDocHeight(),
bodyWidth = document.body.offsetWidth;
function snow() {
for (var i = 0; i < 50; i++) {
var flake = flakes[i];
flake.y += flake.velY;
if (flake.y > bodyHeight - (flake.size + 6)) {
flake.y = 0;
}
flake.el.style.top = flake.y + 'px';
flake.el.style.left = ~~flake.x + 'px';
flake.step += flake.stepSize;
flake.velX = Math.cos(flake.step);
flake.x += flake.velX;
if (flake.x > bodyWidth - 40 || flake.x < 30) {
flake.y = 0;
}
}
setTimeout(snow, 10);
};
function init() {
var docFrag = document.createDocumentFragment();
for (var i = 0; i < 50; i++) {
var flake = document.createElement("div"),
x = Math.floor(Math.random() * bodyWidth),
y = Math.floor(Math.random() * bodyHeight),
size = (Math.random() * 5) + 2,
speed = (Math.random() * 1) + 0.5;
flake.style.width = size + 'px';
flake.style.height = size + 'px';
flake.style.background = "#fff";
flake.style.left = x + 'px';
flake.style.top = y;
flake.classList.add("flake");
flakes.push({
el: flake,
speed: speed,
velY: speed,
velX: 0,
x: x,
y: y,
size: 2,
stepSize: (Math.random() * 5) / 100,
step: 0
});
docFrag.appendChild(flake);
}
document.body.appendChild(docFrag);
snow();
};
document.addEventListener("mousemove", function(e) {
var x = e.clientX,
y = e.clientY,
minDist = 150;
for (var i = 0; i < flakes.length; i++) {
var x2 = flakes[i].x,
y2 = flakes[i].y;
var dist = Math.sqrt((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y));
if (dist < minDist) {
rad = Math.atan2(y2, x2), angle = rad / Math.PI * 180;
flakes[i].velX = (x2 / dist) * 0.2;
flakes[i].velY = (y2 / dist) * 0.2;
flakes[i].x += flakes[i].velX;
flakes[i].y += flakes[i].velY;
} else {
flakes[i].velY *= 0.9;
flakes[i].velX
if (flakes[i].velY <= flakes[i].speed) {
flakes[i].velY = flakes[i].speed;
}
}
}
});
init();
function getDocHeight() {
return Math.max(
Math.max(document.body.scrollHeight, document.documentElement.scrollHeight), Math.max(document.body.offsetHeight, document.documentElement.offsetHeight), Math.max(document.body.clientHeight, document.documentElement.clientHeight));
}
I've created a pure HTML 5 and js snowfall.
Check it out on my code pen here: https://codepen.io/onlintool24/pen/GRMOBVo
// Amount of Snowflakes
var snowMax = 35;
// Snowflake Colours
var snowColor = ["#DDD", "#EEE"];
// Snow Entity
var snowEntity = "•";
// Falling Velocity
var snowSpeed = 0.75;
// Minimum Flake Size
var snowMinSize = 8;
// Maximum Flake Size
var snowMaxSize = 24;
// Refresh Rate (in milliseconds)
var snowRefresh = 50;
// Additional Styles
var snowStyles = "cursor: default; -webkit-user-select: none; -moz-user-select: none; -ms-user-select: none; -o-user-select: none; user-select: none;";
/*
// End of Configuration
// ----------------------------------------
// Do not modify the code below this line
*/
var snow = [],
pos = [],
coords = [],
lefr = [],
marginBottom,
marginRight;
function randomise(range) {
rand = Math.floor(range * Math.random());
return rand;
}
function initSnow() {
var snowSize = snowMaxSize - snowMinSize;
marginBottom = document.body.scrollHeight - 5;
marginRight = document.body.clientWidth - 15;
for (i = 0; i <= snowMax; i++) {
coords[i] = 0;
lefr[i] = Math.random() * 15;
pos[i] = 0.03 + Math.random() / 10;
snow[i] = document.getElementById("flake" + i);
snow[i].style.fontFamily = "inherit";
snow[i].size = randomise(snowSize) + snowMinSize;
snow[i].style.fontSize = snow[i].size + "px";
snow[i].style.color = snowColor[randomise(snowColor.length)];
snow[i].style.zIndex = 1000;
snow[i].sink = snowSpeed * snow[i].size / 5;
snow[i].posX = randomise(marginRight - snow[i].size);
snow[i].posY = randomise(2 * marginBottom - marginBottom - 2 * snow[i].size);
snow[i].style.left = snow[i].posX + "px";
snow[i].style.top = snow[i].posY + "px";
}
moveSnow();
}
function resize() {
marginBottom = document.body.scrollHeight - 5;
marginRight = document.body.clientWidth - 15;
}
function moveSnow() {
for (i = 0; i <= snowMax; i++) {
coords[i] += pos[i];
snow[i].posY += snow[i].sink;
snow[i].style.left = snow[i].posX + lefr[i] * Math.sin(coords[i]) + "px";
snow[i].style.top = snow[i].posY + "px";
if (snow[i].posY >= marginBottom - 2 * snow[i].size || parseInt(snow[i].style.left) > (marginRight - 3 * lefr[i])) {
snow[i].posX = randomise(marginRight - snow[i].size);
snow[i].posY = 0;
}
}
setTimeout("moveSnow()", snowRefresh);
}
for (i = 0; i <= snowMax; i++) {
document.write("<span id='flake" + i + "' style='" + snowStyles + "position:absolute;top:-" + snowMaxSize + "'>" + snowEntity + "</span>");
}
window.addEventListener('resize', resize);
window.addEventListener('load', initSnow);
body{
background: skyblue;
height:100%;
width:100%;
display:block;
position:relative;
}
<span id="flake0" style="cursor: default; user-select: none; position: absolute; font-family: inherit; font-size: 19px; color: rgb(221, 221, 221); z-index: 1000; left: 226px; top: 561px;">•</span>
The falling snow is simple: Create a canvas, create a bunch of snowflakes, draw them.
You can create a snowflake class like so:
function Snowflake() {
this.x = Math.random()*canvas.width;
this.y = -16;
this.speed = Math.random()*3+1;
this.direction = Math.random()*360;
this.maxSpeed = 4;
}
Or something like that. Then you have a timer that, each step, adjusts each snowflake's direction by a small amount, and then calculates its new X and Y by factoring in the Speed and Direction.
It's hard to explain, but actually quite basic.