So, I have a little "move around and stuff" engine, which is very primative at the moment.
Every so often (timer based) another pixel (5x5) will appear on the screen - if you intersect with that pixel, I would like to fire an event. (To be fair, that pixel (5x5) needs to be a hella-lot bigger :/ ).
So, here is my JSFiddle (for you fiddlers):
http://jsfiddle.net/neuroflux/q9APG/
And here is my javascript for the canvas:
var canvas, ctx;
var pixX = 0; //positions
var pixY = 0;
var endX = 0;
var endY = 0;
var youX = 5; //sizes
var youY = 5;
var dis = 1; //timings
var p = 0;
window.onload = function() {
init();
}
function init() {
canvas = document.getElementById('main');
ctx = canvas.getContext('2d');
setInterval(loop,40);
var pixTimer = Math.floor((Math.random() * 1000) * 10) + 1;
setInterval(addPixel, pixTimer);
document.addEventListener('keydown',function(e) {
runMove(e);
});
}
function addPixel() {
pX = Math.floor(Math.random() * 800) + 1;
pY = Math.floor(Math.random() * 600) + 1;
p++;
}
function loop() {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillRect(pixX,pixY,youX,youY);
ctx.fillText(pixX + ':' + pixY, 5, 500);
if (p > 0) {
for (var a = 0; a <= p; a++) {
ctx.fillRect(pX,pY,5,5);
}
}
}
function runMove(e) {
var canvas = document.getElementById('main');
ky = e.keyCode;
switch(ky) {
case 37:
endX = endX - dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveleft = setInterval(ml,10);
function ml() { pixX--; }
} else {
pixX = 0;
}
}
return false;
case 38:
endY = endY - dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
moveup = setInterval(mu,10);
function mu() { pixY--; }
}
}
return false;
case 39:
endX = endX + dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveright = setInterval(mr,10);
function mr() { pixX++; }
}
}
return false;
case 40:
endY = endY + dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
movedown = setInterval(md,10);
function md() { pixY++; }
}
}
return false;
case 80:
growing = setInterval(grow,100);
clearInterval(shrinking);
function grow() {
youX = youX + dis;
youY = youY + dis;
}
return false;
case 73:
clearInterval(shrinking);
clearInterval(growing);
return false;
case 79:
shrinking = setInterval(shrink,100);
clearInterval(growing);
function shrink() {
youX = youX - dis;
youY = youY - dis;
}
return false;
default:
return false;
}
}
I have already tried this, but got issues :( (nothing would fire):
JSFiddle: http://jsfiddle.net/neuroflux/uF5kj/
Canvas Code:
var canvas, ctx;
var pixX = 0; //positions
var pixY = 0;
var endX = 0;
var endY = 0;
var youX = 5; //sizes
var youY = 5;
var dis = 1; //timings
var p = 0;
var pixel = new Array();
window.onload = function() {
init();
}
function init() {
canvas = document.getElementById('main');
ctx = canvas.getContext('2d');
setInterval(loop,40);
var pixTimer = Math.floor((Math.random() * 1000) * 10) + 1;
setInterval(addPixel, pixTimer);
document.addEventListener('keydown',function(e) {
runMove(e);
});
}
function addPixel() {
pX = Math.floor(Math.random() * 800) + 1;
pY = Math.floor(Math.random() * 600) + 1;
p++;
}
function loop() {
ctx.clearRect(0,0,canvas.width,canvas.height);
var bgImg = new Image();
bgImg.src = 'bg.png';
ctx.drawImage(bgImg,0,0,800,600);
ctx.fillRect(pixX,pixY,youX,youY);
ctx.fillText(pixX + ':' + pixY, 5, 500);
if (p > 0) {
for (var a = 0; a <= p; a++) {
pixel[a] = ctx.fillRect(pX,pY,5,5);
}
}
}
function checkIntersections() {
for (var x = 0; x < pixel.length; x++) {
if (pixX == pixel[x].x) { alert(0) }
}
}
function runMove(e) {
var canvas = document.getElementById('main');
ky = e.keyCode;
switch(ky) {
case 37:
endX = endX - dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveleft = setInterval(ml,10);
function ml() { pixX--; }
} else {
pixX = 0;
}
}
return false;
case 38:
endY = endY - dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
moveup = setInterval(mu,10);
function mu() { pixY--; }
}
}
checkIntersections();
return false;
case 39:
endX = endX + dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveright = setInterval(mr,10);
function mr() { pixX++; }
}
}
checkIntersections();
return false;
case 40:
endY = endY + dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
movedown = setInterval(md,10);
function md() { pixY++; }
}
}
checkIntersections();
return false;
case 80:
growing = setInterval(grow,100);
clearInterval(shrinking);
function grow() {
youX = youX + dis;
youY = youY + dis;
}
checkIntersections();
return false;
case 73:
clearInterval(shrinking);
clearInterval(growing);
return false;
case 79:
shrinking = setInterval(shrink,100);
clearInterval(growing);
function shrink() {
youX = youX - dis;
youY = youY - dis;
}
return false;
default:
return false;
}
}
Wait, so all you want is a function to see if two rectangles intersect?
Here's a bulletproof function for you:
// returns true if there is any overlap
// params: x,y,w,h of two rectangles
function intersects(x1, y1, w1, h1, x2, y2, w2, h2) {
if (w2 !== Infinity && w1 !== Infinity) {
w2 += x2;
w1 += x1;
if (isNaN(w1) || isNaN(w2) || x2 > w1 || x1 > w2) return false;
}
if (y2 !== Infinity && h1 !== Infinity) {
h2 += y2;
h1 += y1;
if (isNaN(h1) || isNaN(y2) || y2 > h1 || y1 > h2) return false;
}
return true;
}
You'd be better off with circles, since the distance can more easily be calculated (fixed radius). Say you set radius to 10, then if distance < 20 they are inside each other, i.e. there is collison.
// Pythagoras theorem to calculate distance between 2 points
function does_collide(x1, y1, x2, y2) {
return Math.sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1)) < 20;
}
Each time, calculate distance between user / object:
if(does_collide(pixX, pixY, pX, pY)) {
ctx.fillText('collison!#', 0, 10);
collison = true;
} else {
collison = false;
}
At any time, the collison variable can be used for checking whether there is collison.
You can draw a circle using:
ctx.beginPath();
ctx.arc(x, y, r, 0, 2 * Math.PI);
ctx.fill();
http://jsfiddle.net/q9APG/4/
Related
This snake style game is opened in a popup when you click a button on a page, then you are given a start screen and instructions, you click start to begin the game, and when you lose it displays your score and some text, if you close the popup and reopen it, it still shows the score rather than the start screen.
How do I make it reset when the popup is closed?
jQuery(document).ready(function($) {
$("#canvas").addClass("displayNone");
$("#lose").addClass("displayNone");
$("#post").removeClass("displayNone");
$("#controls").removeClass("displayNone");
$('#play').on('click', function() {
$('#playdiv').addClass('show-game');
})
var canvas = $("#canvas")[0];;
var ctx = canvas.getContext("2d");
var w = $("#canvas").width();
var h = $("#canvas").height();
var cw = 10;
var d;
var food;
var score;
var snake_array;
$("#score").addClass("displayNone");
$("#start").click(function() {
$("#start").addClass("displayNone");
$("#lose").addClass("displayNone");
$("#post").addClass("displayNone");
$("#canvas").removeClass("displayNone");
init();
})
var keys = [];
window.addEventListener("keydown",
function(e) {
keys[e.keyCode] = true;
switch (e.keyCode) {
case 37:
case 39:
case 38:
case 40:
case 32:
e.preventDefault();
break;
default:
break;
}
},
false);
window.addEventListener('keyup',
function(e) {
keys[e.keyCode] = false;
},
false);
// was here
function init() {
d = "right";
create_snake();
create_food();
score = 0;
if (typeof game_loop != "undefined") clearInterval(game_loop);
game_loop = setInterval(paint, 90);
}
// init();
function create_snake() {
var length = 5;
snake_array = [];
for (var i = length - 1; i >= 0; i--) {
snake_array.push({
x: i,
y: 0
});
}
}
function create_food() {
food = {
x: Math.round(Math.random() * (w - cw) / cw),
y: Math.round(Math.random() * (h - cw) / cw),
};
}
function paint() {
ctx.fillStyle = "white";
ctx.fillRect(0, 0, w, h);
ctx.strokeStyle = "black";
ctx.strokeRect(0, 0, w, h);
var nx = snake_array[0].x;
var ny = snake_array[0].y;
if (d == "right") nx++;
else if (d == "left") nx--;
else if (d == "up") ny--;
else if (d == "down") ny++;
if (nx == -1 || nx == w / cw || ny == -1 || ny == h / cw || check_collision(nx, ny, snake_array)) {
document.querySelector('#score').innerText = 'Your score: ' + score;
$("#score").removeClass("displayNone");
$("#lose").removeClass("displayNone");
$("#start").removeClass("displayNone");
$("#canvas").addClass("displayNone");
//init();
return;
}
if (nx == food.x && ny == food.y) {
var tail = {
x: nx,
y: ny
};
score++;
create_food();
} else {
var tail = snake_array.pop();
tail.x = nx;
tail.y = ny;
}
snake_array.unshift(tail);
for (var i = 0; i < snake_array.length; i++) {
var c = snake_array[i];
paint_cell(c.x, c.y);
}
paint_cell(food.x, food.y);
var score_text = "Score: " + score;
ctx.fillText(score_text, 5, h - 5);
}
function paint_cell(x, y) {
ctx.fillStyle = "pink";
ctx.fillRect(x * cw, y * cw, cw, cw);
ctx.strokeStyle = "red";
ctx.strokeRect(x * cw, y * cw, cw, cw);
}
function check_collision(x, y, array) {
for (var i = 0; i < array.length; i++) {
if (array[i].x == x && array[i].y == y) return true;
}
return false;
}
$(document).keydown(function(e) {
var key = e.which;
if (key == "37" && d != "right") d = "left";
else if (key == "38" && d != "down") d = "up";
else if (key == "39" && d != "left") d = "right";
else if (key == "40" && d != "up") d = "down";
})
})
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div> unknown HTML please post it here</div>
Seems like you never clean setInterval on exit. Please try to clearInterval. Attach to the window, not local valriable.
const window.timerId = setInterval(init, 9000)
// On init
if (window.game_loop != "undefined") clearInterval(game_loop);
window.game_loop = setInterval(paint, 90);
My raycaster's sprites keep blinking, and I think it has to do with ZBuffer.
Using this for reference: https://lodev.org/cgtutor/index.html
I have done plenty of research and can't find any JS raycasters that answer my problem. By sprites, I mean billboarded images, and when you move they blink like an atari game that is being pushed to its limits.
Here is the project on JSFiddle: https://jsfiddle.net/Vakore/bsvx1m26/
Here is where I am using ZBuffer:
for (var stripe = drawStartX; stripe < drawEndX; stripe++) {
var texX =
floor((256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth) / spriteWidth) / 256;
// the conditions in the if are:
// 1) it's in front of camera plane so you don't see things behind you
// 2) it's on the screen (left)
// 3) it's on the screen (right)
// 4) ZBuffer, with perpendicular distance
var ruffer = 0;
if (sprite[i][2] == "barrel") {
ruffer = 576 - 64;
}
if (sprite[i][2] == "pillar") {
ruffer = 576;
}
if (sprite[i][2] == "greenlight") {
ruffer = 576 + 64;
}
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[stripe]
) {
can.drawImage(
document.getElementById(sprite[i][2]),
texX + ruffer, 0, 1, texHeight, stripe, drawStartY, 1, drawEndY - drawStartY
);
}
}
ZBuffer was declared and assigned an array value earlier in the code.
var keys = {
"a": false,
"s": false,
"d": false,
"A": false,
"S": false,
"D": false,
"W": false,
"Z": false,
"X": false,
"C": false,
"ENTER": false
};
document.addEventListener("keydown", function(e) {
e.preventDefault();
if (e.keyCode === 16)
keys["SHIFT"] = true;
if (e.keyCode === 37)
keys["a"] = true;
if (e.keyCode === 39)
keys["d"] = true;
if (e.keyCode === 65)
keys["A"] = true;
if (e.keyCode === 68)
keys["D"] = true;
if (e.keyCode === 83)
keys["S"] = true;
if (e.keyCode === 87)
keys["W"] = true;
if (e.keyCode === 40)
keys["S"] = true;
if (e.keyCode === 38)
keys["W"] = true;
if (e.keyCode === 67)
keys["C"] = true;
if (e.keyCode === 88)
keys["X"] = true;
if (e.keyCode === 90)
keys["Z"] = true;
if (e.keyCode === 13)
keys["ENTER"] = true;
})
document.addEventListener("keyup", function(e) {
e.preventDefault();
if (e.keyCode === 16)
keys["SHIFT"] = false;
if (e.keyCode === 37)
keys["a"] = false;
if (e.keyCode === 39)
keys["d"] = false;
if (e.keyCode === 65)
keys["A"] = false;
if (e.keyCode === 68)
keys["D"] = false;
if (e.keyCode === 83)
keys["S"] = false;
if (e.keyCode === 87)
keys["W"] = false;
if (e.keyCode === 40)
keys["S"] = false;
if (e.keyCode === 38)
keys["W"] = false;
if (e.keyCode === 67)
keys["C"] = false;
if (e.keyCode === 88)
keys["X"] = false;
if (e.keyCode === 90)
keys["Z"] = false;
})
/*
Basic functions(ease of access)
*/
var canvas = document.getElementById("canva");
var can = canvas.getContext("2d");
canvas.requestPointerLock = canvas.requestPointerLock || canvas.mozRequestPointerLock;
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock;
canvas.onclick = function() {
canvas.requestPointerLock();
clicked = true;
};
var mouseX = 0;
var mouseMove = function(e) {
mouseX += e.movementX;
};
var rect = function(x, y, w, h) {
can.fillRect(x, y, w, h);
};
var arc = function(x, y, r, start, stop) {
can.beginPath();
can.arc(x, y, r, start, stop);
can.fill();
};
var circle = function(x, y, r) {
arc(x, y, r, 0, 360);
};
var fill = function(r, g, b, a) {
if (a === undefined) {
a = 1;
}
can.fillStyle = "rgb(" + r + "," + g + "," + b + "," + a + ")";
};
var font = function(siz) {
can.font = siz;
};
var textAlign = function(ali) {
can.textAlign = ali;
};
var text = function(txt, x, y, w, h) {
can.fillText(txt, x, y, w, h);
};
var quad = function(x1, y1, x2, y2, x3, y3, x4, y4) {
can.beginPath();
can.moveTo(x1, y1);
can.lineTo(x2, y2);
can.lineTo(x3, y3);
can.lineTo(x4, y4);
can.closePath();
can.fill();
};
var random = function(min, max) {
return round(Math.random() * (max - min)) + min;
};
var translate = function(x, y) {
can.save();
can.translate(x, y);
};
var scale = function(w, h) {
can.scale(w, h);
}
var trestore = function() {
can.restore();
};
var floor = function(num) {
return Math.floor(num);
};
var sqrt = function(num) {
return Math.sqrt(num);
};
var abs = function(num) {
return Math.abs(num);
};
var color = function(r, g, b, a) {
return [r, g, b, a];
};
var dist = function() {
return true;
};
var cos = function(num) {
return Math.cos(num);
}
var sin = function(num) {
return Math.sin(num);
}
var dist = function(x1, y1, x2, y2) {
dx = x1 - x2;
dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
};
//Begin the raycaster
var scaler = 3; //This reduces the resolution so that it can display large rooms without lagging
var w = 640 / scaler;
var h = 480 / scaler;
var texWidth = 64;
var texHeight = 64;
var rotSpeed = 0.1;
var moveSpeed = 0.1;
var worldMap = [
"1111111111111111111111111111111111111111",
"1001000001234567800000000000000000000001",
"1001000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1001000000000000000000000000000000000001",
"1001000000000000000000000000222200000001",
"1001000000000000000000000000200200000001",
"1111000000000000000000000000200200000001",
"1000000000000000000000000033300333000001",
"8008000000000000000000000000000000000001",
"8000800000000000000000000033300333000001",
"8000080000000000000000000000300300000001",
"8000008000000000000000000000333300000001",
"8888888000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1666006660000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1000000060000000000000000000000000000001",
"1666666660000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000000000000000000000000000001",
"1000000040444444444444400000000000000001",
"1000000040000000000000400000000000000001",
"1000000040000000000000400000000000000001",
"1000000040000000000000400000000000000001",
"1000000044444444444444400000000000000001",
"1000000000000000000000000000000000000001",
"1000000000000007775777000000000000000001",
"1000000000000007000007000000000000000001",
"1000000000000005000005000000000000000001",
"1000000000000007000007000000000000000001",
"1000000000000000000007000000000000000001",
"1111111111111117775777111111111111111111",
];
try {
var ZBuffer = [];
var sprite = [
[5, 5, "barrel", 0], //Y and X are reversed
[6.5, 2.5, "pillar", 1],
[6.5, 1.5, "pillar", 1.5],
[8, 6, "greenlight", 2],
];
var posX = 2,
posY = 2,
dirX = -1,
dirY = 0,
planeX = 0,
planeY = 0.66; //The 2d raycaster version of the camera plane
} catch (e) {
alert(e);
}
var castRays = function() {
for (var x = 0; x < w; x++) {
var cameraX = 2 * x / (w) - 1; //x-coordinate in camera space
var rayDirX = dirX + planeX * cameraX;
var rayDirY = dirY + planeY * cameraX;
//which box of the map we're in
var mapX = floor(posX);
var mapY = floor(posY);
//length of ray from current position to next x or y-side
var sideDistX;
var sideDistY;
//length of ray from one x or y-side to next x or y-side
var deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
var deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
var perpWallDist = 0;
//what direction to step in x or y-direction (either +1 or -1)
var stepX = 0;
var stepY = 0;
var hit = 0; //was there a wall hit?
var side = 0; //was a NS or a EW wall hit?
//calculate step and initial sideDist
if (rayDirX < 0) {
stepX = -1;
sideDistX = (posX - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - posX) * deltaDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (posY - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - posY) * deltaDistY;
}
while (hit == 0) {
//jump to next map square, OR in x-direction, OR in y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
//Check if ray has hit a wall
if (worldMap[mapX][mapY] == 0) {}
if (worldMap[mapX][mapY] != 0) {
hit = 1;
}
} //end of while loop
//Calculate distance of perpendicular ray (Euclidean distance will give fisheye effect!)
if (side == 0) {
perpWallDist = (mapX - posX + (1 - stepX) / 2) / rayDirX;
} else {
perpWallDist = (mapY - posY + (1 - stepY) / 2) / rayDirY;
}
//Calculate height of line to draw on screen
var lineHeight = abs(floor(h / perpWallDist));
//calculate lowest and highest pixel to fill in current stripe
var drawStart = -lineHeight / 2 + h / 2;
//if(drawStart < 0) {drawStart = 0;}
var drawEnd = lineHeight / 2 + h / 2;
//if(drawEnd >= h) {drawEnd = h - 1;}
//texturing calculations
//var texNum = worldMap[mapX][mapY] - 1; //1 subtracted from it so that texture 0 can be used!
//calculate value of wallX
var wallX = 0; //where exactly the wall was hit
if (side == 0) {
wallX = posY + perpWallDist * rayDirY;
} else {
wallX = posX + perpWallDist * rayDirX;
}
wallX -= floor((wallX));
//x coordinate on the texture
var texX = floor(wallX * (texWidth));
if (side == 0 && rayDirX > 0) {
texX = texWidth - texX - 1;
}
if (side == 1 && rayDirY < 0) {
texX = texWidth - texX - 1;
}
//Untextured variant
/*var currentColor = color(255, 255, 255);
if (worldMap[mapX][mapY] == "1") {currentColor = color(150, 150, 150);}
if (worldMap[mapX][mapY] == "2") {currentColor = color(255, 255, 255);}
if (worldMap[mapX][mapY] == "3") {currentColor = color(255,0,0);}
if (worldMap[mapX][mapY] == "4") {currentColor = color(0,0,255);}
if (worldMap[mapX][mapY] == "5") {currentColor = color(0,255,0);}
if (worldMap[mapX][mapY] == "6") {currentColor = color(255,0,255);}
if (worldMap[mapX][mapY]=="7") {currentColor = color(0,255,255);}
if (side === 1) {currentColor = [currentColor[0] - 40, currentColor[1] - 40, currentColor[2] - 40];}
//if (dist(mapX, mapY, px, pz) > 10) {continue;}
fill(currentColor[0],currentColor[1],currentColor[2]);
rect(x, drawStart, 1, drawEnd - drawStart);*/
var currentImg = "bluestone";
if (worldMap[mapX][mapY] == "1") {
currentImg = "bluestone";
}
if (worldMap[mapX][mapY] == "2") {
currentImg = "greystone";
}
if (worldMap[mapX][mapY] == "3") {
currentImg = "wood";
}
if (worldMap[mapX][mapY] == "4") {
currentImg = "colorstone";
}
if (worldMap[mapX][mapY] == "5") {
currentImg = "eagle";
}
if (worldMap[mapX][mapY] == "6") {
currentImg = "mossy";
}
if (worldMap[mapX][mapY] == "7") {
currentImg = "redbrick";
}
if (worldMap[mapX][mapY] == "8") {
currentImg = "purplestone";
}
//if (worldMap[mapX][mapY] =="a") {currentImg = "barrel";}
//if (dist(mapX, mapY, posX, posY) > 20) {continue;}
can.drawImage(document.getElementById(currentImg), texX + ((worldMap[mapX][mapY] - 1) * 64), 0, 1, texHeight, x, drawStart, 1, drawEnd - drawStart);
//fill(255, 0, 0);rect(x, drawStart, 1, drawEnd - drawStart);
if (side === 1) {
fill(0, 0, 0, 0.3);
rect(x, drawStart, 1, drawEnd - drawStart);
}
//Set the ZBuffer
ZBuffer[x] = perpWallDist;
//FLOOR CASTING(not using till figure out how to do without lag)
var floorXWall = 0,
floorYWall = 0;
if (side == 0 && rayDirX > 0) {
floorXWall = mapX;
floorYWall = mapY + wallX;
} else if (side == 0 && rayDirX < 0) {
floorXWall = mapX + 1.0;
floorYWall = mapY + wallX;
} else if (side == 1 && rayDirY > 0) {
floorXWall = mapX + wallX;
floorYWall = mapY;
} else {
floorXWall = mapX + wallX;
floorYWall = mapY + 1.0;
}
var distWall, distPlayer, currentDist;
distWall = perpWallDist;
distPlayer = 0.0;
for (var y = drawEnd + 1; y < h; y++) {
//if (dist(mapX, mapY, posX, posY) > 5) {continue;}
currentDist = h / (2.0 * y - h); //you could make a small lookup table for this instead
var weight = (currentDist - distPlayer) / (distWall - distPlayer);
var currentFloorX = weight * floorXWall + (1.0 - weight) * posX;
var currentFloorY = weight * floorYWall + (1.0 - weight) * posY;
var floorTexX, floorTexY;
floorTexX = floor(currentFloorX * texWidth) % texWidth;
floorTexY = floor(currentFloorY * texHeight) % texHeight;
//OPTIMIZE FOR LESS LAG!!!!!!!!!! (search
//FLOOR
//can.drawImage(document.getElementById("greystone"), floorTexX, floorTexY, texWidth, texHeight, x, y, texWidth, texHeight);
//CEILING
//can.drawImage(document.getElementById("wood"), floorTexX, floorTexY, texWidth, 1, x, h - y, texWidth, 1);
} //End of the 'y' loop
} //end the loop
//SPRITE CASTING
//Sort sprites
sprite.sort(function(a, b) {
return b[3] - a[3];
}); //Sort the depth of each sprite
//Draw sprites
for (var i = 0; i < sprite.length; i++) {
var spriteX = sprite[i][0] - posX;
var spriteY = sprite[i][1] - posY;
sprite[i][3] = abs((posX - sprite[i][0]) - (posY - sprite[i][1]));
var invDet = 1.0 / (planeX * dirY - dirX * planeY);
var transformX = invDet * (dirY * spriteX - dirX * spriteY);
var transformY = invDet * (-planeY * spriteX + planeX * spriteY); //this is actually the depth inside the screen, that what Z is in 3D(Thanks lodev.org for explanation!)
var spriteScreenX = floor((w / 2) * (1 + transformX / transformY));
//calculate height of the sprite on screen
var spriteHeight = abs(floor(h / (transformY))); //using "transformY" instead of the real distance prevents fisheye
//calculate lowest and highest pixel to fill in current stripe
var drawStartY = -spriteHeight / 2 + h / 2;
//if (drawStartY < 0) {drawStartY = 0;} Don't need THIS
var drawEndY = spriteHeight / 2 + h / 2;
//if (drawEndY >= h) {drawEndY = h - 1;} Or THIS
//calculate width of the sprite
var spriteWidth = abs(floor(h / (transformY)));
var drawStartX = -spriteWidth / 2 + spriteScreenX;
//if (drawStartX < 0) {drawStartX = 0;} Nor this
var drawEndX = spriteWidth / 2 + spriteScreenX;
//if (drawEndX >= w) {drawEndX = w - 1;} Nor dis
//loop through every vertical stripe of the sprite on screen
for (var stripe = drawStartX; stripe < drawEndX; stripe++) {
var texX = floor(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256;
//the conditions in the if are:
//1) it's in front of camera plane so you don't see things behind you
//2) it's on the screen (left)
//3) it's on the screen (right)
//4) ZBuffer, with perpendicular distance
var ruffer = 0;
if (sprite[i][2] == "barrel") {
ruffer = 576 - 64;
}
if (sprite[i][2] == "pillar") {
ruffer = 576;
}
if (sprite[i][2] == "greenlight") {
ruffer = 576 + 64;
}
if (transformY > 0 && stripe > 0 && stripe < w && transformY < ZBuffer[stripe]) {
can.drawImage(document.getElementById(sprite[i][2]), texX + ruffer, 0, 1, texHeight, stripe, drawStartY, 1, drawEndY - drawStartY);
}
}
} //End of 'i' loop
//Bottom of dat
if (keys["W"]) {
if (worldMap[floor(posX + dirX * moveSpeed)][floor(posY)] == false) {
posX += dirX * moveSpeed
};
if (worldMap[floor(posX)][floor(posY + dirY * moveSpeed)] == false) {
posY += dirY * moveSpeed
};
}
//move backwards if no wall behind you
if (keys["S"]) {
if (worldMap[floor(posX - dirX * moveSpeed)][floor(posY)] == false) {
posX -= dirX * moveSpeed;
}
if (worldMap[floor(posX)][floor(posY - dirY * moveSpeed)] == false) {
posY -= dirY * moveSpeed;
}
}
if (keys["D"]) {
if (worldMap[floor(posX + planeX * moveSpeed)][floor(posY)] == false) {
posX += planeX * moveSpeed
};
if (worldMap[floor(posX)][floor(posY + planeY * moveSpeed)] == false) {
posY += planeY * moveSpeed
};
}
if (keys["A"]) {
if (worldMap[floor(posX - planeX * moveSpeed)][floor(posY)] == false) {
posX -= planeX * moveSpeed;
}
if (worldMap[floor(posX)][floor(posY - planeY * moveSpeed)] == false) {
posY -= planeY * moveSpeed;
}
}
//rotate to the right
mouseX = -mouseX / 75;
var oldDirX = dirX;
dirX = dirX * cos(mouseX) - dirY * sin(mouseX);
dirY = oldDirX * sin(mouseX) + dirY * cos(mouseX);
var oldPlaneX = planeX;
planeX = planeX * cos(mouseX) - planeY * sin(mouseX);
planeY = oldPlaneX * sin(mouseX) + planeY * cos(mouseX);
mouseX = 0;
if (keys["d"]) {
//both camera direction and camera plane must be rotated
var oldDirX = dirX;
dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
var oldPlaneX = planeX;
planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
}
//rotate to the left
if (keys["a"]) {
//both camera direction and camera plane must be rotated
var oldDirX = dirX;
dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
var oldPlaneX = planeX;
planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
}
};
var run = function() {
try {
if (document.pointerLockElement === canvas || document.mozPointerLockElement === canvas) {
document.addEventListener("mousemove", mouseMove, false);
} else {
document.removeEventListener("mousemove", mouseMove, false);
} //Mouse stuff
translate(0, 0);
scale(scaler, scaler);
fill(40, 40, 40);
rect(0, 0, w, h / 2);
fill(80, 80, 80);
rect(0, h / 2, w, h / 2);
if (keys["C"]) {
rotSpeed = 0.04;
} else {
rotSpeed = 0.1;
}
/*if (keys["W"]) {fill(255, 0, 0);}
if (keys["A"]) {fill(0, 255, 0);}
if (keys["S"]) {fill(0, 0, 255);}
if (keys["D"]) {fill(255, 0, 255);}
if (keys["X"]) {fill(255, 255, 0);}
if (keys["Z"]) {fill(0, 255, 255);}*/
castRays();
trestore();
requestAnimationFrame(run);
} catch (e) {
alert(e);
}
};
run();
<html>
<title>Jailbreak</title>
<div class="center">
<canvas width="640" height="480" id="canva"></canvas>
<br>
<img id="barrel" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="pillar" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="greenlight" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="bluestone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="greystone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="wood" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="colorstone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="eagle" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="mossy" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="redbrick" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
<img id="purplestone" src="https://lodev.org/cgtutor/images/wolftexturesobj.gif">
</div>
</html>
UPDATE: I tried changing
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[stripe]//Pay attention to this line
) {
to:
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY > ZBuffer[stripe]//Now look
) {
Which basically reverses the check to see if it is behind a wall. Surprisingly, the blinking continues.
The answer was pretty simple. It was because stripe is not an even value, and if you were to have an array like this: var thisArray = [1, 2, 3, 4]; and you were to try and grab var money = thisArray[1.5]; the value undefined would be returned.
So I changed this:
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[stripe]
) {
To this:
if (
transformY > 0 &&
stripe > 0 &&
stripe < w &&
transformY < ZBuffer[Math.round(stripe)]
) {
Math.floor also works, since it also returns an integer value.
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)
I am working on a college project that requires me to build a 2D game in javascript. A problem that I'm having at the moment is that it cannot read the 'addEventListener'. This error has caused my game to not work completely.
document.getElementById('restart').addEventListener('click', startGame);
Here is the full code that I have used. The error is down the very bottom.
(function()
{
//Define variables
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var player, score, stop, ticker;
var ground = [], water = [], enemies = [], environment = [];
//Platform variables
var platformHeight, platformLength, gapLength;
var platformWidth = 32;
var platformBase = canvas.height - platformWidth;
var platformSpacer = 64;
//Randomly generates a number
function random(low, high)
{
return Math.floor(Math.random() * (high - low + 1) + low);
}
//Bounds a number
function bound(num, low, high)
{
return Math.max(Math.min(num, high), low);
}
//Loads all of the assets
var assetLoader = (function()
{
this.imgs = {
'bg' : 'Images/bg.png',
'sky' : 'Images/sky.png',
'backdrop' : 'Images/backdrop.png',
'backdrop2' : 'Images/backdrop_ground.png',
'grass' : 'Images/grass.png',
'avatar_normal' : 'Images/normal_walk.png',
'water' : 'imgs/water.png',
'grass1' : 'imgs/grassMid1.png',
'grass2' : 'imgs/grassMid2.png',
'bridge' : 'imgs/bridge.png',
'plant' : 'imgs/plant.png',
'bush1' : 'imgs/bush1.png',
'bush2' : 'imgs/bush2.png',
'cliff' : 'imgs/grassCliffRight.png',
'spikes' : 'imgs/spikes.png',
'box' : 'imgs/boxCoin.png',
'slime' : 'imgs/slime.png'
};
var assetsLoaded = 0; //How many assets have been loaded
var numImgs = Object.keys(this.imgs).length; //Total number of image assets
this.totalAssest = numImgs; //Total number of assets
function assetLoaded(dic, name)
{
if(this[dic][name].status !== 'loading')
{
return;
}
this[dic][name].status = 'loaded';
assetsLoaded++;
if(assetsLoaded === this.totalAssest && typeof this.finished === 'function')
{
this.finished();
}
}
this.downloadAll = function()
{
var _this = this;
var src;
for (var img in this.imgs)
{
if (this.imgs.hasOwnProperty(img))
{
src = this.imgs[img];
(function(_this, img)
{
_this.imgs[img] = new Image();
_this.imgs[img].status = 'loading';
_this.imgs[img].name = img;
_this.imgs[img].onload = function() {assetLoaded.call(_this, 'imgs', img)};
_this.imgs[img].src = src;
})(_this, img);
}
}
}
return{
imgs: this.imgs,
totalAssest: this.totalAssest,
downloadAll: this.downloadAll
};
})();
assetLoader.finished = function()
{
startGame();
}
function SpriteSheet(path, frameWidth, frameHeight)
{
this.image = new Image();
this.frameWidth = frameWidth;
this.frameHeight = frameHeight;
var self = this;
this.image.onload = function()
{
self.framesPerRow = Math.floor(self.image.width / self.frameWidth);
};
this.image.src = path;
}
function Animation(spritesheet, frameSpeed, startFrame, endFrame)
{
var animationSequence = [];
var currentFrame = 0;
var counter = 0;
for (var frameNumber = startFrame; frameNumber <= endFrame; frameNumber++)
{
animationSequence.push(frameNumber);
}
this.update = function()
{
if (counter == (frameSpeed - 1))
{
currentFrame = (currentFrame + 1) % animationSequence.length;
}
counter = (counter + 1) % frameSpeed;
};
this.draw = function(x, y)
{
var row = Math.floor(animationSequence[currentFrame] / spritesheet.framesPerRow);
var col = Math.floor(animationSequence[currentFrame] % spritesheet.framesPerRow);
ctx.drawImage
(
spritesheet.image,
col * spritesheet.frameWidth, row * spritesheet.frameHeight,
spritesheet.frameWidth, spritesheet.frameHeight,
x, y,
spritesheet.frameWidth, spritesheet.frameHeight);
};
}
var background = (function()
{
var sky = {};
var backdrop = {};
var backdrop2 = {};
this.draw = function()
{
ctx.drawImage(assetLoader.imgs.bg, 0, 0);
sky.x -= sky.speed;
backdrop.x -= backdrop.speed;
backdrop2.x -= backdrop2.speed;
ctx.drawImage(assetLoader.imgs.sky, sky.x, sky.y);
ctx.drawImage(assetLoader.imgs.sky, sky.x + canvas.width, sky.y);
ctx.drawImage(assetLoader.imgs.backdrop, backdrop.x, backdrop.y);
ctx.drawImage(assetLoader.imgs.backdrop, backdrop.x + canvas.width, backdrop.y);
ctx.drawImage(assetLoader.imgs.backdrop2, backdrop2.x, backdrop2.y);
ctx.drawImage(assetLoader.imgs.backdrop2, backdrop2.x + canvas.width, backdrop2.y);
if (sky.x + assetLoader.imgs.sky.width <= 0)
{
sky.x = 0;
}
if (backdrop.x + assetLoader.imgs.backdrop.width <= 0)
{
backdrop.x = 0;
}
if (backdrop2.x + assetLoader.imgs.backdrop2.width <= 0)
{
backdrop2.x = 0;
}
};
this.reset = function()
{
sky.x = 0;
sky.y = 0;
sky.speed = 0.2;
backdrop.x = 0;
backdrop.y = 0;
backdrop.speed = 0.4;
backdrop2.x = 0;
backdrop2.y = 0;
backdrop2.speed = 0.6;
}
return{
draw: this.draw,
reset: this.reset
};
})();
//A vector for 2D space
function Vector(x, y, dx, dy)
{
// position
this.x = x || 0;
this.y = y || 0;
// direction
this.dx = dx || 0;
this.dy = dy || 0;
}
//Advances the vector's position
Vector.prototype.advance = function()
{
this.x += this.dx;
this.y += this.dy;
};
//Gets the minimum distance between two vectors
Vector.prototype.minDist = function(vec)
{
var minDist = Infinity;
var max = Math.max(Math.abs(this.dx), Math.abs(this.dy),Math.abs(vec.dx), Math.abs(vec.dy));
var slice = 1 / max;
var x, y, distSquared;
// get the middle of each vector
var vec1 = {}, vec2 = {};
vec1.x = this.x + this.width/2;
vec1.y = this.y + this.height/2;
vec2.x = vec.x + vec.width/2;
vec2.y = vec.y + vec.height/2;
for(var percent = 0; percent < 1; percent += slice)
{
x = (vec1.x + this.dx * percent) - (vec2.x + vec.dx * percent);
y = (vec1.y + this.dy * percent) - (vec2.y + vec.dy * percent);
distSquared = x * x + y * y;
minDist = Math.min(minDist, distSquared);
}
return Math.sqrt(minDist);
};
//The player object
var player = (function(player)
{
//Player properties
player.width = 60;
player.height = 96;
player.speed = 6;
//Jumping
player.gravity = 1;
player.dy = 0;
player.jumpDy = -10;
player.isFalling = false;
player.isJumping = false;
//Spritesheets
player.sheet = new SpriteSheet('Images/normal_walk.png', player.width, player.height);
player.walkAnim = new Animation(player.sheet, 4, 0, 15);
player.jumpAnim = new Animation(player.sheet, 4, 15, 15);
player.fallAnim = new Animation(player.sheet, 4, 11, 11);
player.anim = player.walkAnim;
Vector.call(player, 0, 0, 0, player.dy);
var jumpCounter = 0;
player.update = function()
{
//Jump if not currently jumping or falling
if(KEY_STATUS.space && player.dy === 0 && !player.isJumping)
{
player.isJumping = true;
player.dy = player.jumpDy;
jumpCounter = 12;
}
//Jump higher if the spacebar is continually pressed
if(KEY_STATUS.space && jumpCounter)
{
player.dy = player.jumpDy;
}
jumpCounter = Math.max(jumpCounter - 1, 0);
this.advance();
//Gravity
if(player.isFalling || player.isJumping)
{
player.dy += player.gravity;
}
//Falling Animation
if(player.dy > 0)
{
player.anim = player.fallAnim;
}
// change animation is jumping
else if(player.dy < 0)
{
player.anim = player.jumpAnim;
}
else
{
player.anim = player.walkAnim;
}
player.anim.update();
};
//Draw the player's current position
player.draw = function()
{
player.anim.draw(player.x, player.y);
};
//Resets the player's position
player.reset = function()
{
player.x = 64;
player.y = 250;
};
return player;
})(Object.create(Vector.prototype));
//Sprites
function Sprite(x, y, type)
{
this.x = x;
this.y = y;
this.width = platformWidth;
this.height = platformWidth;
this.type = type;
Vector.call(this, x, y, 0, 0);
//Updating the sprites
this.update = function()
{
this.dx = -player.speed;
this.advancer();
}
//Drawing the sprites
this.draw = function()
{
ctx.save();
ctx.translate(0.5, 0.5);
ctx.drawImage(assetLoader.imgs[this.type], this.x, this.y);
ctx.restore();
}
}
Sprite.prototype = Object.create(Vector.prototype);
//Platforms
function getType()
{
var type;
switch(platformHeight)
{
case 0:
case 1:
type = Math.random() > 0.5 ? 'grass1' : 'grass2';
break;
case 2:
type = 'grass';
break;
case 3:
type = 'bridge';
break;
case 4:
type = 'box';
break;
}
if (platformLength === 1 && platformHeight < 3 && rand(0, 3) === 0)
{
type = 'cliff';
}
return type;
}
//Update and draw all ground positions
function updateGround()
{
//Animate ground
player.isFalling = true;
for(var i = 0; i < ground.length; i++)
{
ground[i].update();
ground[i].draw();
//Stop the player going through the platforms when landing
var angle;
if(player.minDist(ground[i]) <= player.height/2 + platformWidth/2 && (angle = Math.atan2(player.y - ground[i].y, player.x - ground[i].x) * 180/Math.PI) > -130 &&angle < -50)
{
player.isJumping = false;
player.isFalling = false;
player.y = ground[i].y - player.height + 5;
player.dy = 0;
}
}
//Remove the ground that has gone off screen
if(ground[0] && ground[0].x < -platformWidth)
{
ground.splice(0, 1);
}
}
//Update and draw all water positions
function updateWater()
{
//Animate water
for(var i = 0; i < water.length; i++)
{
water[i].update();
water[i].draw();
}
//Remove water that has gone off screen
if (water[0] && water[0].x < -platformWidth)
{
var w = water.splice(0, 1)[0];
w.x = water[water.length-1].x + platformWidth;
water.push(w);
}
}
//Update and draw all environment positions
function updateEnvironment()
{
//Animate environment
for(var i = 0; i < environment.length; i++)
{
environment[i].update();
environment[i].draw();
}
//R emove environment that have gone off screen
if(environment[0] && environment[0].x < -platformWidth)
{
environment.splice(0, 1);
}
}
//Update and draw all enemies position. Also check for collision against the player.
function updateEnemies()
{
//Animate enemies
for(var i = 0; i < enemies.length; i++)
{
enemies[i].update();
enemies[i].draw();
//Player ran into enemy
if(player.minDist(enemies[i]) <= player.width - platformWidth/2)
{
gameOver();
}
}
//Remove enemies that have gone off screen
if(enemies[0] && enemies[0].x < -platformWidth)
{
enemies.splice(0, 1);
}
}
//Update and draw the players position
function updatePlayer()
{
player.update();
player.draw();
//Game over
if(player.y + player.height >= canvas.height)
{
gameOver();
}
}
//Spawn new sprites off screen
function spawnSprites()
{
//Increase score
score++;
//First create a gap
if(gapLength > 0)
{
gapLength--;
}
//Then create the ground
else if(platformLength > 0)
{
var type = getType();
ground.push(new Sprite(
canvas.width + platformWidth % player.speed,
platformBase - platformHeight * platformSpacer,
type
));
platformLength--;
//Add random environment sprites
spawnEnvironmentSprites();
//Add random enemies
spawnEnemySprites();
}
//Start over
else
{
//Increase gap length every speed increase of 4
gapLength = rand(player.speed - 2, player.speed);
// only allow a ground to increase by 1
platformHeight = bound(rand(0, platformHeight + rand(0, 2)), 0, 4);
platformLength = rand(Math.floor(player.speed/2), player.speed * 4);
}
}
//Spawn new environment sprites off screen
function spawnEnvironmentSprites()
{
if(score > 40 && rand(0, 20) === 0 && platformHeight < 3)
{
if (Math.random() > 0.5)
{
environment.push(new Sprite(canvas.width + platformWidth % player.speed, platformBase - platformHeight * platformSpacer - platformWidth, 'plant'));
}
else if(platformLength > 2)
{
environment.push(new Sprite(canvas.width + platformWidth % player.speed, platformBase - platformHeight * platformSpacer - platformWidth, 'bush1'));
environment.push(new Sprite(canvas.width + platformWidth % player.speed + platformWidth, platformBase - platformHeight * platformSpacer - platformWidth, 'bush2'));
}
}
}
//Spawn new enemy sprites off screen
function spawnEnemySprites()
{
if(score > 100 && Math.random() > 0.96 && enemies.length < 3 && platformLength > 5 && (enemies.length ? canvas.width - enemies[enemies.length-1].x >= platformWidth * 3 || canvas.width - enemies[enemies.length-1].x < platformWidth : true))
{
enemies.push(new Sprite(canvas.width + platformWidth % player.speed, platformBase - platformHeight * platformSpacer - platformWidth, Math.random() > 0.5 ? 'spikes' : 'slime'));
}
}
//Game Loop
function animate()
{
if(!stop)
{
requestAnimFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
background.draw();
//Update entities
updateWater();
updateEnvironment();
updatePlayer();
updateGround();
updateEnemies();
//Draw the score
ctx.fillText('Score: ' + score + 'm', canvas.width - 140, 30);
//Spawn a new Sprite
if(ticker % Math.floor(platformWidth / player.speed) === 0)
{
spawnSprites();
}
//Increase player's speed only when player is jumping
if(ticker > (Math.floor(platformWidth / player.speed) * player.speed * 20) && player.dy !== 0)
{
player.speed = bound(++player.speed, 0, 15);
player.walkAnim.frameSpeed = Math.floor(platformWidth / player.speed) - 1;
//Reset ticker
ticker = 0;
//Spawn a platform to fill in gap created by increasing player speed
if(gapLength === 0)
{
var type = getType();
ground.push(new Sprite(canvas.width + platformWidth % player.speed, platformBase - platformHeight * platformSpacer, type));
platformLength--;
}
}
ticker++;
}
}
//Spacebar events
var KEY_CODES = {
32: 'space'
};
var KEY_STATUS = {};
for(var code in KEY_CODES)
{
if(KEY_CODES.hasOwnProperty(code))
{
KEY_STATUS[KEY_CODES[code]] = false;
}
}
document.onkeydown - function(e)
{
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if(KEY_CODES[keyCode])
{
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = true;
}
};
document.onkeydown - function(e)
{
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if(KEY_CODES[keyCode])
{
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = false;
}
};
//Request Animation Polyfill
var requestAnimFrame = (function()
{
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback, element)
{
window.setTimeout(callback, 1000 / 60);
};
})();
//Start the game and resets all variables and entities, spawn ground and water.
function startGame()
{
document.getElementById('game-over').style.display = 'none';
ground = [];
water = [];
environment = [];
enemies = [];
player.reset();
ticker = 0;
stop = false;
score = 0;
platformHeight = 2;
platformLength = 15;
gapLength = 0;
ctx.font = '16px arial, sans-serif';
for (var i = 0; i < 30; i++)
{
ground.push(new Sprite(i * (platformWidth-3), platformBase - platformHeight * platformSpacer, 'grass'));
}
for (i = 0; i < canvas.width / 32 + 2; i++)
{
water.push(new Sprite(i * platformWidth, platformBase, 'water'));
}
background.reset();
animate();
}
//End the game and restart
function gameOver()
{
stop = true;
document.getElementById('game-over').style.display = 'block';
}
document.getElementById('restart').addEventListener('click', startGame);
assetLoader.downloadAll();
})();
I'm trying to update a barrage of bullets each frame in JavaScript, but it seems it's not working properly. Here's the code I put on JSFiddle.
https://jsfiddle.net/Reverseblade/co2mpLnv/5/
var ctx;
var hero;
var enemy;
var beams = [];
var beam_hitting = false;
var continuous_hit = false;
var count = 0;
var canvas_w = 500, canvas_y= 700;
var keycode = NaN;
var laser_degree = 200;
function init(){
createCanvas();
createMainHero();
createEnemy();
draw();
mainRoutine();
}
function mainRoutine(){
count++;
ctx.clearRect(0, 0, canvas_w, canvas_y);
// laserTest();
hero.move(keycode);
enemyUpdate();
// hero.setBullets();
// hero.moveBullets();
draw();
window.setTimeout(mainRoutine, 7);
}
function createCanvas(){
var canvas = document.createElement("canvas");
canvas.id = "canvas";
canvas.width = canvas_w;
canvas.height = canvas_y;
document.body.appendChild(canvas);
}
function createMainHero(){
hero = new Hero();
}
function createEnemy(){
enemy = new Enemy;
}
function Hero(){
this.w = this.h = 25,
this.x = canvas_w/2 - this.w/2,
this.y = canvas_y - this.h,
this.dx = this.dy = 2.5;
this.bullets = [];
this.move = function(key){
switch(key){
case 37: if (hero.x > 0) {hero.x -= this.dx;} break;
case 38: if (hero.y > 0) {hero.y -= this.dy;} break;
case 39: if (hero.x < canvas_w - hero.w) {hero.x += this.dx;} break;
case 40: if (hero.y < canvas_y - hero.h) {hero.y += this.dy;} break;
}
};
this.setBullets = function(){
if (count % 20 === 0) {
var w = h = 8;
var dx = dy = 5;
var x = hero.x + hero.w/2 - w/2;
var y = hero.y;
hero.bullets.push({x: x, y: y, w: w, h: h, dx: dx, dy: dy, moving:true});
}
};
this.moveBullets = function(){
for (var i = 0; i < this.bullets.length; i++) {
if (this.bullets[i].y < 0) {
this.bullets[i].moving = false;
continue;
}
if (this.bullets[i].moving === false) {
continue;
}
this.bullets[i].y -= this.bullets[i].dy;
if (this.bullets[i].y < -100) {this.bullets.splice(i, 1)}
}
}
}
function Enemy(){
this.w = this.h = 25;
this.x = canvas_w/2 - this.w/2;
this.y = 50;
this.bullets = [];
this.moving = false;
this.move_to = 0;
this.bullets_count = 0;
this.bullets_angle = 0;
this.current_skill = 1;
this.barrage_count = 0;
this.skill = function(){
enemySkill();
};
}
function enemyUpdate(){
function move(){
function changeDirection(){
var options = ["left", "right", "up", "down"];
var id;
if (enemy.x <= 50) {id = options.indexOf("left"); options.splice(id, 1);}
if (enemy.x >= 450) {id = options.indexOf("right");options.splice(id, 1);}
if (enemy.y <= 50) {id = options.indexOf("up");options.splice(id, 1);}
if (enemy.y >= 200) {id = options.indexOf("down");options.splice(id, 1);}
var rand = Math.floor(Math.random() * options.length);
enemy.moving = options[rand];
switch(enemy.moving){
case "left": enemy.move_to = enemy.x - 150 ; break;
case "right": enemy.move_to = enemy.x + 150 ; break;
case "up": enemy.move_to = enemy.y - 150 ; break;
case "down": enemy.move_to = enemy.y + 150 ; break;
}
} /* end changeDirection() */
if (count % 800 === 0) {changeDirection(); console.log("changing");}
switch(enemy.moving){
case "left": if (enemy.x > 50 && enemy.x > enemy.move_to) {enemy.x -= 0.5;} break;
case "right": if (enemy.x < 450 && enemy.x < enemy.move_to) {enemy.x += 0.5;} break;
case "up": if (enemy.y > 50 && enemy.y > enemy.move_to) {enemy.y -= 0.5; } break;
case "down": if (enemy.y < 200 && enemy.y < enemy.move_to) {enemy.y += 0.5; } break;
}
} /* end move()*/
move();
enemy.skill();
} /* end enemyUpdate() */
function enemySkill(){
// console.log("enemy skill");
function setBullets(){
var prev_status = enemy.bullets_count === 0 ? 500 : enemy.bullets[enemy.bullets.length - 1]["radius"];
if (prev_status >25) {
// console.log("bullets set");
var center_x = enemy.x + enemy.w/2;
var center_y = enemy.y + enemy.h/2;
var radius = 20;
var ceil = enemy.bullets.length === 0 ? 0 : enemy.bullets.length -1;
for (var angle = enemy.bullets_angle, i= ceil; angle < enemy.bullets_angle + 360; angle += 40, i++ ) {
// console.log("i: " + i);
var radian = angle * Math.PI / 180;
var set_x = center_x + radius * Math.cos(radian);
var set_y = center_y + radius * Math.sin(radian);
// console.log("angle: " + /angle + "set_x: " + set_x + "set_y: " + set_y);
enemy.bullets.push({"x": set_x, "y": set_y, "moving": true, "radius": radius, "center_x": center_x, "center_y": center_y, "w": 25, "h": 25, "radian": radian});
if (enemy.bullets_count === 0) {enemy.bullets_count++;}
// console.log(enemy.bullets[0][i]["x"]);
}
enemy.bullets_angle += 10;
enemy.barrage_count ++;
if (enemy.barrage_count % 100 === 0) {
enemy.current_skill = 0;
}
}
} /* end setBullets */
function moveBullets(){
if (count % 4 ===0) {
for (var i = 0; i < enemy.bullets.length; i++) {
if (enemy.bullets[i]["moving"] === true) {
var radian = enemy.bullets[i]["radian"];
var center_x = enemy.bullets[i]["center_x"];
var center_y = enemy.bullets[i]["center_y"];
enemy.bullets[i]["radius"] += 5;
var radius = enemy.bullets[i]["radius"];
var set_x = center_x + radius * Math.cos(radian);
var set_y = center_y + radius * Math.sin(radian);
// console.log(set_y);
enemy.bullets[i]["x"] = set_x;
enemy.bullets[i]["y"] = set_y;
if (enemy.bullets[i]["x"] < -100 || enemy.bullets[i]["x"] > canvas_w + 100 || enemy.bullets[i]["y"] < -100 || enemy.bullets[i]["y"] > canvas_y + 100 ) {
// enemy.bullets[i]["moving"] = false;
enemy.bullets.splice(i, 1);
}
}
}
}
}
if (enemy.current_skill === 1) {
setBullets();
}
moveBullets();
}
function draw(){
var canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
//hero
//ctx.fillStyle = "blue";
//ctx.fillRect(hero.x, hero.y ,hero.w, hero.h);
//enemy
//ctx.fillStyle = "red";
//ctx.fillRect(enemy.x, enemy.y ,enemy.w, enemy.h);
//heroの弾
ctx.fillStyle = "blue";
for (var i = 0; i < hero.bullets.length; i++) {
if (hero.bullets[i].moving === false) {
continue;
}
ctx.fillRect(hero.bullets[i].x, hero.bullets[i].y ,hero.bullets[i].w, hero.bullets[i].h);
}
//敵の弾
ctx.fillStyle = "red";
for (var i = 0; i < enemy.bullets.length; i++) {
ctx.fillStyle = "green";
if (enemy.bullets[i]["moving"] === false) {
continue;
}
ctx.beginPath();
ctx.arc(enemy.bullets[i]["x"], enemy.bullets[i]["y"], 15, 0, 2 * Math.PI, false);
ctx.closePath();
ctx.fill();
}
}
window.addEventListener("keydown", function(e){
switch(e.keyCode){
case 37: keycode = 37; break;
case 38: keycode = 38; break;
case 39: keycode = 39; break;
case 40: keycode = 40; break;
}
}, false);
window.addEventListener("keyup", function(e){
switch(e.keyCode){
case 37: keycode = NaN; break;
case 38: keycode = NaN; break;
case 39: keycode = NaN; break;
case 40: keycode = NaN; break;
}
}, false);
init();
*{
margin:0;
padding:0;
}
#canvas{
background:url("../img/seamles_space.jpg");
animation: mainBack 5s linear infinite;
animation-play-state:paused;
background: black;
display: block;
position:relative;
margin:50px auto;
}
<body>
<script src="js/main.js"></script>
</body>
var ctx;
var hero;
var enemy;
var beams = [];
var beam_hitting = false;
var continuous_hit = false;
var count = 0;
var canvas_w = 500, canvas_y= 700;
var keycode = NaN;
var laser_degree = 200;
function init(){
createCanvas();
createMainHero();
createEnemy();
draw();
mainRoutine();
}
function mainRoutine(){
count++;
ctx.clearRect(0, 0, canvas_w, canvas_y);
// laserTest();
hero.move(keycode);
enemyUpdate();
// hero.setBullets();
// hero.moveBullets();
draw();
window.setTimeout(mainRoutine, 7);
}
function createCanvas(){
var canvas = document.createElement("canvas");
canvas.id = "canvas";
canvas.width = canvas_w;
canvas.height = canvas_y;
document.body.appendChild(canvas);
}
function createMainHero(){
hero = new Hero();
}
function createEnemy(){
enemy = new Enemy;
}
function Hero(){
this.w = this.h = 25,
this.x = canvas_w/2 - this.w/2,
this.y = canvas_y - this.h,
this.dx = this.dy = 2.5;
this.bullets = [];
this.move = function(key){
switch(key){
case 37: if (hero.x > 0) {hero.x -= this.dx;} break;
case 38: if (hero.y > 0) {hero.y -= this.dy;} break;
case 39: if (hero.x < canvas_w - hero.w) {hero.x += this.dx;} break;
case 40: if (hero.y < canvas_y - hero.h) {hero.y += this.dy;} break;
}
};
this.setBullets = function(){
if (count % 20 === 0) {
var w = h = 8;
var dx = dy = 5;
var x = hero.x + hero.w/2 - w/2;
var y = hero.y;
hero.bullets.push({x: x, y: y, w: w, h: h, dx: dx, dy: dy, moving:true});
}
};
this.moveBullets = function(){
for (var i = 0; i < this.bullets.length; i++) {
if (this.bullets[i].y < 0) {
this.bullets[i].moving = false;
continue;
}
if (this.bullets[i].moving === false) {
continue;
}
this.bullets[i].y -= this.bullets[i].dy;
if (this.bullets[i].y < -100) {this.bullets.splice(i, 1)}
}
}
}
function Enemy(){
this.w = this.h = 25;
this.x = canvas_w/2 - this.w/2;
this.y = 50;
this.bullets = [];
this.moving = false;
this.move_to = 0;
this.bullets_count = 0;
this.bullets_angle = 0;
this.current_skill = 1;
this.barrage_count = 0;
this.skill = function(){
enemySkill();
};
}
function enemyUpdate(){
function move(){
function changeDirection(){
var options = ["left", "right", "up", "down"];
var id;
if (enemy.x <= 50) {id = options.indexOf("left"); options.splice(id, 1);}
if (enemy.x >= 450) {id = options.indexOf("right");options.splice(id, 1);}
if (enemy.y <= 50) {id = options.indexOf("up");options.splice(id, 1);}
if (enemy.y >= 200) {id = options.indexOf("down");options.splice(id, 1);}
var rand = Math.floor(Math.random() * options.length);
enemy.moving = options[rand];
switch(enemy.moving){
case "left": enemy.move_to = enemy.x - 150 ; break;
case "right": enemy.move_to = enemy.x + 150 ; break;
case "up": enemy.move_to = enemy.y - 150 ; break;
case "down": enemy.move_to = enemy.y + 150 ; break;
}
} /* end changeDirection() */
if (count % 800 === 0) {changeDirection(); console.log("changing");}
switch(enemy.moving){
case "left": if (enemy.x > 50 && enemy.x > enemy.move_to) {enemy.x -= 0.5;} break;
case "right": if (enemy.x < 450 && enemy.x < enemy.move_to) {enemy.x += 0.5;} break;
case "up": if (enemy.y > 50 && enemy.y > enemy.move_to) {enemy.y -= 0.5; } break;
case "down": if (enemy.y < 200 && enemy.y < enemy.move_to) {enemy.y += 0.5; } break;
}
} /* end move()*/
move();
enemy.skill();
} /* end enemyUpdate() */
function enemySkill(){
// console.log("enemy skill");
function setBullets(){
var prev_status = enemy.bullets_count === 0 ? 500 : enemy.bullets[enemy.bullets.length - 1]["radius"];
if (prev_status >25) {
// console.log("bullets set");
var center_x = enemy.x + enemy.w/2;
var center_y = enemy.y + enemy.h/2;
var radius = 20;
var ceil = enemy.bullets.length === 0 ? 0 : enemy.bullets.length -1;
for (var angle = enemy.bullets_angle, i= ceil; angle < enemy.bullets_angle + 360; angle += 40, i++ ) {
// console.log("i: " + i);
var radian = angle * Math.PI / 180;
var set_x = center_x + radius * Math.cos(radian);
var set_y = center_y + radius * Math.sin(radian);
// console.log("angle: " + /angle + "set_x: " + set_x + "set_y: " + set_y);
enemy.bullets.push({"x": set_x, "y": set_y, "moving": true, "radius": radius, "center_x": center_x, "center_y": center_y, "w": 25, "h": 25, "radian": radian});
if (enemy.bullets_count === 0) {enemy.bullets_count++;}
// console.log(enemy.bullets[0][i]["x"]);
}
enemy.bullets_angle += 10;
enemy.barrage_count ++;
if (enemy.barrage_count % 100 === 0) {
enemy.current_skill = 0;
}
}
} /* end setBullets */
function moveBullets(){
if (count % 4 ===0) {
for (var i = 0; i < enemy.bullets.length; i++) {
if (enemy.bullets[i]["moving"] === true) {
var radian = enemy.bullets[i]["radian"];
var center_x = enemy.bullets[i]["center_x"];
var center_y = enemy.bullets[i]["center_y"];
enemy.bullets[i]["radius"] += 5;
var radius = enemy.bullets[i]["radius"];
var set_x = center_x + radius * Math.cos(radian);
var set_y = center_y + radius * Math.sin(radian);
// console.log(set_y);
enemy.bullets[i]["x"] = set_x;
enemy.bullets[i]["y"] = set_y;
if (enemy.bullets[i]["x"] < -100 || enemy.bullets[i]["x"] > canvas_w + 100 || enemy.bullets[i]["y"] < -100 || enemy.bullets[i]["y"] > canvas_y + 100 ) {
// enemy.bullets[i]["moving"] = false;
enemy.bullets.splice(i, 1);
}
}
}
}
}
if (enemy.current_skill === 1) {
setBullets();
}
moveBullets();
}
function draw(){
var canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
//hero
//ctx.fillStyle = "blue";
//ctx.fillRect(hero.x, hero.y ,hero.w, hero.h);
//enemy
//ctx.fillStyle = "red";
//ctx.fillRect(enemy.x, enemy.y ,enemy.w, enemy.h);
//heroの弾
ctx.fillStyle = "blue";
for (var i = 0; i < hero.bullets.length; i++) {
if (hero.bullets[i].moving === false) {
continue;
}
ctx.fillRect(hero.bullets[i].x, hero.bullets[i].y ,hero.bullets[i].w, hero.bullets[i].h);
}
//敵の弾
ctx.fillStyle = "red";
for (var i = 0; i < enemy.bullets.length; i++) {
ctx.fillStyle = "green";
if (enemy.bullets[i]["moving"] === false) {
continue;
}
ctx.beginPath();
ctx.arc(enemy.bullets[i]["x"], enemy.bullets[i]["y"], 15, 0, 2 * Math.PI, false);
ctx.closePath();
ctx.fill();
}
}
window.addEventListener("keydown", function(e){
switch(e.keyCode){
case 37: keycode = 37; break;
case 38: keycode = 38; break;
case 39: keycode = 39; break;
case 40: keycode = 40; break;
}
}, false);
window.addEventListener("keyup", function(e){
switch(e.keyCode){
case 37: keycode = NaN; break;
case 38: keycode = NaN; break;
case 39: keycode = NaN; break;
case 40: keycode = NaN; break;
}
}, false);
init();
There's no problem at the beginning, but then some of the bullets would start acting weirdly as if after some point.
The cause is that an item is removed while in a for-loop, causing one bullet to be skipped, more precisely, this line:
enemy.bullets.splice(i, 1);
I would suggest a different approach - build a new array only consisting of the active bullets (moving===true), then after the loop replace the array with the new.
For example:
function moveBullets(){
if (count % 4 ===0) {
// will hold active bullets in current pass
var newBullets = [];
for (var i = 0; i < enemy.bullets.length; i++) {
// cut code for clarity
if (!(enemy.bullets[i].x < -100 || enemy.bullets[i].x > canvas_w + 100 ||
enemy.bullets[i].y < -100 || enemy.bullets[i].y > canvas_y + 100 )) {
newBullets.push(enemy.bullets[i]);
}
}
// replace array with only active bullets
enemy.bullets = newBullets;
}
}
The new array will simply hold references to existing active bullets.
Modified Fiddle
Particles and object pools.
Creating a new array is not a good strategy when dealing with particle systems. Which is what bullets are in effect.
Each bullet deleted, will need to be cleaned up by GC (Garbage Collection), each bullet added needs to be created and requires memory allocation. These overhead can have a negative effect on a game. GC can cause an animation to hang at random times.
For consistent, smooth animation you should aim for zero allocation and deletion (which is possible as asm.js and web Assembly do not allocate or delete inside a running modula).
Object pool
In vanilla JS it is possible but the code is too complex for this answer. The next best solution is to use a object pool.
As bullets are first created as normal, but when a bullet is no longer needed rather than dereference it you move it to another array (called the pool), next time a bullet is needed you first check if any are available on the pool and use that rather than create a new object.
This ensures that GC only has to clean up the changing array sizes and not the data used by each bullet.
var bullets = [];
var bulletPool = [];
function createBullet(x,y,dir,whatNot){
var newBullet;
if(bulletPool.length > 0){
newBullet = bulletPool.pop(); // reuse old bullet memory
newBullet.x = x;
newBullet.y = y;
newBullet.dir = dir;
newBullet.whatNot = whatNot;
newBullet.active = true;
}else{
newBullet = {x,y,dir,whatNot,active:true}; // create only if needed
}
return newBullet;
}
function fire(){
bullets.push(createBullet(10,10,0,0)); /// add a bullet
}
In your code when a bullet is no longer needed just set the active flag to false. At the end of the game loop remove all the inactive bullets.
When you delete a bullet just move it from the bullet array to the pool
function cleanBulletsArray(){
for(var i = 0; i < bullets.length; i ++){
if(!bullets[i].active){
bulletPool.push(bullets.splice(i--,1)[0]);
}
}
}
Precipitation array
So called because the active items fall to the bottom of the array
An even better method is to use just one array. When a bullet is not active it stays in the array, but as you iterate the array you swap active bullets for inactive, with active bullets moving down and inactive up. There is at most one swap per iteration. You also keep a count of the number of active bullets. When you need a new bullet you just reset the properties of the bullet at index count + 1 and then increase count by one.
This method (if you pre allocate all the bullets at the start of the game) has zero GC and Memory overhead and is significantly quicker than the creation, destruction, and array replacement methods.