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vmars316

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Everything posted by vmars316

  1. Thanks I am used to 'var person = { ' 'self.sprites = { ' without the var , threw me . Then Is 'self.sprites = { ' the same as 'var self.sprite = { ' Thanks for the Link .
  2. Thanks , I would like to understand why the self.sprites = { is there . And what is the name of this type of "self.sprites = {" structure . <img id="cowpie" src="sprites/cowpie.png"> // game.sprites.cowpie = document.getElementById("cowpie"); // // HTML elements self.sprites = { background : null, manufacturer : null, cowpie : null }; // // Create a cowpie self.createCowpie = function(x, y) { var cowpie = new Cowpie(self.sprites.cowpie, x, y); cowpie.game = this; cowpies.push(cowpie); }; Thanks
  3. Yes I do . But why does 'document.getElementById("totalScore")' return '<td style="width: 18%"> totalScore </td>' instead of the value of 'document.getElementById("totalScore")' ? And in general what is the purpose of , what is it actually doing: game.scores.totalScore = document.getElementById("totalScore"); ?
  4. on the way to: reset() I don't understand the purpose of // Scores game.scores.totalScore = document.getElementById("totalScore"); console.log(document.getElementById("totalScore")); console.log(game.scores.totalScore); It looks like document.getElementById("totalScore") returns: <td style="width: 18%"> totalScore </td> ?What is the purpose of that? Thanks
  5. Thanks Yes , I'd rather learn Ok , I'll work on this . Thanks
  6. This whole POST is just a side note : I do want to understand your code , and I want you to know that I am not just sitting back and waiting for answers . But I am working at solutions . Ans I did come up with a work around , its ugly , but it works with your original code . I was unable to get working window.location.href and window.open() triggered by a Button . But I did notice that for Browser 'Back and Forward' Buttons game restarts fine . So on a "Play Again !" Button click : code opens up a new webpage called "RestartGame.html" . which runs this code: <script type='text/javascript'> function goBack() { setTimeout(function() { window.history.back(); // window.location.href = "http://vmars.us/javascript/GameObject/Foxy.Mod-w3schools.invisionzone-vmFIX-Web.html"; }, 1000); } </script> Here: http://vmars.us/javascript/GameObject/Restart-FoxyModGame.html and here: http://vmars.us/javascript/GameObject/Foxy.Mod-w3schools.invisionzone-vmFIX-Web.html Thanks
  7. I know your are , Thank you ! (Although , from some of your comments , I was thinking that you thought I was unteachable .) Yes , please do 'hang in there' because I have some questions about your code . Originally Ready to start at "onload" . With changes , at the end of 'setup function' . But when I put game.start there , images disappear .
  8. Where should I put game.start() ? Thanks
  9. Probably But when I do it exactly like you said , no images and no sound . /***********/ /** Logic **/ /***********/ window.addEventListener("load", setup, false); // Listen for Browser ReFresh-Button function setup() { // Wrap the entire logic section in a function and set a window load event to call /* Initialize the game object */ var canvas = document.getElementById("canvas"); var game = new Game(canvas); // Sounds game.sounds.splat = new Audio("sounds/CowMooSplat.mp3"); game.sounds.goodbye = new Audio("sounds/GoodBye-Female.mp3"); game.sounds.cheering = new Audio("sounds/cheeringCrowd.mp3"); game.sounds.oops = new Audio("sounds/oops.mp3"); // Sprites game.sprites.background = document.getElementById("bgCompound"); game.sprites.manufacturer = document.getElementById("manufacturer"); game.sprites.cowpie = document.getElementById("cowpie"); // Scores game.scores.totalScore = document.getElementById("totalScore"); game.scores.oops = document.getElementById("oopsScore"); game.scores.hits = document.getElementById("goodHits"); game.scores.totalShots = document.getElementById("totalShots"); // Create thrower var throwerSprite = document.getElementById("thrower"); var throwerX = canvas.width / 2; // Center of the canvas var throwerY = canvas.height - throwerSprite.height; // Bottom of the canvas var thrower = new Thrower(throwerSprite, throwerX, throwerY); thrower.speed = 120 / 1000; // 120 pixels per second thrower.cowpieSpeed = 180 / 1000; // 180 pixels per second game.setThrower(thrower); // Create targets var hillarytrue = document.getElementById("tru02"); var hillarylies = document.getElementById("lie02"); var target1 = new Target(hillarylies, hillarytrue, 128, 24); target1.speed = 120 / 1000; // 120 pixels per second var target2 = new Target(hillarylies, hillarytrue, 0, 68); target2.speed = 120 / 1000; // 120 pixels per second game.addTarget(target1); game.addTarget(target2); /* Set event handlers */ // Pause/Resume document.getElementById("pause").addEventListener("click", game.pause, false); document.getElementById("play").addEventListener("click", game.resume, false); // Actions document.getElementById("left").addEventListener("mousedown", thrower.pressLeft, false); document.getElementById("left").addEventListener("mouseup", thrower.releaseLeft, false); document.getElementById("right").addEventListener("mousedown", thrower.pressRight, false); document.getElementById("right").addEventListener("mouseup", thrower.releaseRight, false); document.getElementById("throw").addEventListener("click", thrower.throwCowpie, false); document.addEventListener("keydown", keyPressed, false); document.addEventListener("keyup", keyReleased, false); var canFire = true; function keyPressed(e) { switch(e.keyCode) { case 39: case 68: // Right arrow and D thrower.pressRight(); break; case 37: case 65: // Left arrow and A thrower.pressLeft(); break; case 38: case 87: // Up arrow and W if(canFire) { canFire = false; thrower.throwCowpie(); } break; } } function keyReleased(e) { switch(e.keyCode) { case 39: case 68: // Right arrow and D thrower.releaseRight(); break; case 37: case 65: // Left arrow and A thrower.releaseLeft(); break; case 38: case 87: // Up arrow and W canFire = true; break; } } /* Begin the game */ // window.addEventListener("load", game.start, false); // Use function setup() instead . } // function setup() Wrap the entire logic section in a function and set a window load event to call /*************/ /** Objects **/ /*************/ There seems to be no way for script to get to game.start() . So what I did was to insert "game.start()" Here: } /* Begin the game */ // window.addEventListener("load", game.start, false); // Use function setup() instead . game.start() ; } // function setup() Wrap the entire logic section in a function and set a window load event to call /*************/ /** Objects **/ /*************/ Then it runs for all sounds and all images EXCEPT cowpies . Thanks
  10. Hello & Thanks , Sorry to say , but now the cowpies won't launch . Any ideas ? Thanks
  11. Wow , Thank you very much for all your help , works great ! Understanding/learning from  Your version will keep me busy for a long time . Now I see what you meant by using as few Globals as possible : function Game(c) {  //  from statement 173  to  366   var self = this;     . I understand what you are saying  and I will review all my requirements above & add to as needed . Side note: none of the requirements you mentioned above are part of the original code I presented .   I had stripped down the code to use only 1 target , and react only by playing a sound on each hit .  And thrower doesn't move . Leaving all that other stuff for a future version .   However , you went far above and beyond what I had hoped for . And I am  VERY THANKFUL  for what you have done , because now I have 'examples of' for 'my future versions' .     I have Posted your code here:  http://vmars.us/javascript/GameObject/Foxy.Mod-w3schools.invisionzone-ORIG.html It runs great !  WindowsPhone, Chrome, Edge, InternetExplorer:  And I notice that when I Restart/reLoad the game by hitting the Browser Reload-button  or pressing cntrl+F5 , the game runs fine , except that now the only visible images are bgcompound , manufacturer and cowpie .   The target images are there , because they react to a 'cowpie hit' . But they are invisible .  I can solve this by a new button , maybe called "Play again!" , That sends me to:   window.location = "http://........ Pls , why is this happining , and is there a coding solution ?    Thanks 
  12. <!DOCTYPE html> <html> -<head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <meta charset="utf-8" /> <title>GameObject.html</title> http://vmars.us/javascript/GameObject.html --> <style> #assets { height: 0px; overflow: hidden; visibility: hidden; width: 0px; } body { background-color: Black; margin: 0; overflow: hidden; padding: 0; } canvas { cursor: none; } table { color: #E1E1E1; background-color: #732222; height: 24px; width: 800px; border: none; } button {font-size: 16px;} #buttonsArea { color: #E1E1E1; background-color: #732222; width: 600px; border: none; }</style> </head> <body onload="Game.start()" > <!-- --> //<body> <div> <table align="center"> <tr> <td width="10%">Screen Size </td> <td id="ScreenSize" width="10%"> </td> <td width="5%"></td> <td width="10%"> Good Hits</td> <td id="GoodHitz" width="5%"> </td> <td width="8%"></td> <td width="8%"> Total Shots </td> <td id="TotalShotz" width="5%"> </td> </tr> </table> </div> <div id="canvasDiv" align="center" > <canvas id="canvas" width="600" height="450" style="background-color:#992D2D"></canvas> <!-- <br><br> --> <div id="buttonsArea"> <button onclick="touchUpArrow()" ontouchstart="touchUpArrow()">----Throw----</button> <br><br> <button onclick="catchButtons.pause()" ontouchstart="catchButtons.pause()" >Pause</button> __ <button onclick="catchButtons.play()" ontouchstart="catchButtons.play()" >Play</button> __ <button onclick="clearIt()" ontouchstart="clearIt()">Clear</button> __ <button onclick="quitIt()" ontouchstart="quitIt()">Quit</button> </div> </div> <div id="assets"> <img id="lie02" src="sprites/lies02.png" width="64" height="64" /> <img id="cowpie" src="sprites/cowpie.png" width="32" height="32" /> <img id="thrower" src="sprites/thrower.png" width="64" height="64" /> </div> <script type='text/javascript'> /* Globals */ var oops = 0; var goodHits = 0; var totalShots = 0; var ScreenSize = 0 ; /*****************/ /** Game objects **/ var Game = {} var My_audio_Urls = ["sounds/CowMooSplat.mp3", "sounds/GoodBye-Female.mp3","sounds/cheeringCrowd.mp3","sounds/oops.mp3"]; // Sounds Game.sounds = { splat : new Audio("sounds/CowMooSplat.mp3"), goodbye : new Audio("sounds/GoodBye-Female.mp3"), cheering : new Audio("sounds/cheeringCrowdLow.mp3"), oops : new Audio("sounds/oops.mp3") }; var cached_Audio_files = []; var allImgs = [ document.getElementById("thrower"), // 0 document.getElementById("lie02"), // 1 ] ; // future version will have 9 images to load // Movable objects Game.cowpies = []; var cowpie = Game.cowpies ; var cowpieImg = document.getElementById("cowpie"); /* Properties For drawing */ Game.canvas = document.getElementById("canvas"); Game.context = Game.canvas.getContext("2d"); /* requestAnimationFrame */ var gid = 0; var lastTimestamp = 0; var timestamp = 0; var Thrower = function () { // in future version Thrower will be able to move left and right var self = this; this.idTag = 'thrower'; this.x = (Game.canvas.width / 2) -30; this.y = Game.canvas.height - 64; this.width= 64; this.height = 64; this.visible = true; this.speedX = 4; this.speedY = 0; this.directionX = 1; this.moveMe = false ; this.draw = function() { Game.drawSprite(0, thrower.x, thrower.y, thrower.width, thrower.height); } // Thrower this.update = function() { // self.speedX = resetSpeedX; if (self.x > Game.canvas.width -50 ) { self.x = Game.canvas.width -51; self.moveMe = false ; } if (self.x < 3) { self.x = 4; self.moveMe = false ; } self.x = self.x + (self.speedX * self.directionX); // always either +1 or -1 } } } // thrower = new Thrower(); thrower.idTag = 'thrower'; // var Cowpie = function () { // there can be several cowpies active at same time var self = this; this.idTag = 'cowpie'; this.idActive = true ; this.index = 0; this.x = thrower.x; // cowpie will always launch from the same coordinates as Thrower this.y = thrower.y; // to simulate that Cowpie is being thrown by Thrower this.width= 32; this.height = 32; this.speedX = 0; this.speedY = 4; this.visible = true; this.directionY = -1; this.draw = function() { Game.context.drawImage(cowpieImg, this.x, this.y, this.width, this.height); } // draw cowpie } // var cowpie // var TargetImages = function () { var self = this ; this.idTag = ""; this.imageIndex = 1 ; this.x = 0; this.y = 4; this.width= 64; this.height = 64; this.speedX = 4; this.tripsCnt = 0 ; this.tripMax = 2 ; this.visible = true ; this.directionX = 1; this.update = function() { // Manage Target back and forth movement & manage Cowpie collisions // alert(" self.idTag = " + this.idTag ) Game.drawSprite(this.imageIndex,this.x,this.y,this.width,this.height); this.x = this.x + (this.speedX * this.directionX); // direction always = +1 or -1 // Check for collisions Cowpie/Target // When collision occurs , destroy Cowpie , update scores , and play collision sound if(this.x > Game.canvas.width - 2) {this.directionX = -1; // If sprite out of bounds occurs change direction this.x = Game.canvas.width - 2; this.tripsCnt++; // totalTrips++; } if(this.x < -64 ) {this.directionX = 1; // If sprite out of bounds occurs change direction this.x = 0; this.tripsCnt++; // totalTrips++; } for (var i = Game.cowpies.length - 1; i >= 0; i--) { thisPie = i; if (Game.cowpies[thisPie].idActive) { if(self.visible) { // IF this Target is visible , do collision CK if (Game.hitTest(lie02, Game.cowpies[thisPie]) ) { // alert("YES , a collision has occurred" ) yeslie = this.idTag.startsWith("lie"); yestru = this.idTag.startsWith("tru"); if (yeslie){ switch(this.idTag) { case "lie02": lie02.visible=true ; goodHits += 1; // alert("case 'lie02': lie02.visible=true ;"); // lie02.tripsCnt =0 ; lie02.x = -60; this.speedX = 0; // tru02.visible=true ; tru02.tripsCnt =0 ; tru02.x = 0; tru02.speedX = 1; break ; } Game.playSound(Game.sounds.splat); // playsound for any liexx hit } if (yestru){ Game.playSound(Game.sounds.oops); } Game.cowpies.splice(thisPie,1); } } } } } // endof or (var i = Game.cowpies.length - 1 } // this.update = function() } // TargetImages // lie02 = new TargetImages(); lie02.idTag = "lie02"; lie02.imageIndex = 1 ; lie02.x = 128; lie02.y = 24; lie02.speedX = 4 ; lie02.tripsCnt = 0 ; lie02.tripMax = 2 ; lie02.visible = true ; lie02.directionX = 1 ; // // Detect a rectangular collision between two objects Game.hitTest = function(a, { 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; } // endof Game.hitTest = function // Starts up the game Game.start = function() { // Start by playing the cheering sound Game.playSound(Game.sounds.cheering); Game.drawSprite(0,thrower.x,thrower.y,thrower.width,thrower.height); Game.drawSprite(1,lie02.x,lie02.y,lie02.width,lie02.height); catchButtons.start(); } // Game.start = function() // Game.gameLoop = function() { // This is the GAME LOOP if (lastTimestamp == 0) { lastTimestamp = timestamp; } Game.context.clearRect(0, 0, Game.canvas.width, Game.canvas.height); thrower.draw(); updateScores (); // Loop through cowpie objects and update them var amount = Game.cowpies.length; var cowpie; for(var i = 0; i < amount; i++) { cowpie = Game.cowpies; cowpie.y = cowpie.y - cowpie.speedY ; cowpie.draw(); } // Draw everything else Game.hitTest done in TargetImages.update if (lie02.visible) { lie02.update(); } if(thrower.moveMe) { thrower.update(); thrower.draw(); } lastTimestamp = timestamp; gid = requestAnimationFrame(Game.gameLoop); } // Game.gameLoop = function() // /* Methods */ // Play a sound Game.playSound = function(sound) { sound.play(); } // endof Game.playSound = function // create cowpies Game.createCowpie = function() { Game.cowpies.push(new Cowpie()); index = (Game.cowpies.length - 1); Game.cowpies[index].index = (Game.cowpies.length - 1); // alert("Game.cowpies.[index].index = " + Game.cowpies[index].index ) } // Game.createCowpie = function() // endof destroy cowpies Game.destroyCowpie = function(cowpie) { // Play sound Game.playSound(Game.sounds.splat); // Remove from cowpies var count = Game.cowpies.length; var destroyed = false; for(var i = 0; i < count && !destroyed; i++) { if(Game.cowpies == cowpie) { destroyed = true; Game.cowpies.splice(i, 1); } } } // Game.destroyCowpie = function // Game.drawSprite = function (imgIndex,xPos,yPos,imgWidth,imgHeight) { this.imgIndex = imgIndex ; this.x = xPos ; this.y = yPos ; this.width = imgWidth ; this.height = imgHeight ; Game.context.drawImage(allImgs[this.imgIndex], this.x, this.y, this.width, this.height); } // Game.drawSprite = function // var catchButtons = { // start : function() { gid = requestAnimationFrame(Game.gameLoop); }, clear : function() { ctx.clearRect(0, 0, canvas.width, canvas.height); }, stop : function() { cancelAnimationFrame(gid); }, pause : function() { cancelAnimationFrame(gid); pausePlayCnt = 0; }, play : function() { pausePlayCnt ++ ; if(pausePlayCnt < 2) { gid = requestAnimationFrame(Game.gameLoop); } } } // endof var catchButtons = {} // function onScrnResize(){ var w = window.innerWidth; var h = window.innerHeight; // alert("function onScrnResize()"); window.innerWidth canvas.width document.getElementById("ScreenSize").innerHTML = window.innerWidth + " x " + window.innerHeight ; } // function onScrnResize() // function clearIt() { oops = 0; goodHits = 0; totalShots = 0; updateScores (); // var num = 15; var n = num.toString(); } // endof function clearIt() // function updateScores () { var goodHitsA = goodHits.toString(); document.getElementById('GoodHitz').innerHTML = goodHitsA; var totalShotsA = totalShots.toString(); document.getElementById('TotalShotz').innerHTML = totalShotsA; } // document.addEventListener("keydown", keyDownHandler, false); document.addEventListener("keyup", keyUpHandler, false); // function keyDownHandler(e) { if(e.keyCode == 39 || event.keyCode == 68) { // move right D or ---> thrower.directionX = 1; thrower.moveMe = true ; thrower.x = thrower.x + 4; // thrower.draw(); if (thrower.x > canvas.width -40) { thrower.moveMe = false ; } } if(e.keyCode == 37 || event.keyCode == 65) { // move left A or <--- thrower.directionX = -1; thrower.moveMe = true ; thrower.x = thrower.x - 4; // thrower.draw(); if (thrower.x < 3) { thrower.moveMe = false ; } } if(e.keyCode == 87 || event.keyCode == 38 ) { // shoot = W or upArrow Game.createCowpie(); totalShots ++; } // Endof shoot = W or upArrow } // endof function keyDownHandler // function keyUpHandler(e) { if(e.keyCode == 39 || event.keyCode == 68) { // move = rightArrow or D rightPressed = false ; thrower.moveMe = false ; // thrower.x = thrower.x + 4; // thrower.draw(); } else if(e.keyCode == 37 || event.keyCode == 65) { // move = leftArrow or A leftPressed = false; thrower.moveMe = false ; // thrower.x = thrower.x -4; // thrower.draw(); } // endof else if(e.keyCode == 37 } // endof function keyUpHandler(e) // function touchUpArrow() { Game.createCowpie(); totalShots ++; } // endof function touchUpArrow // function quitIt() { Game.playSound(Game.sounds.goodbye); clearIt(); catchButtons.pause(); } // function updateScores () { goodHitsA = goodHits.toString(); document.getElementById('GoodHitz').innerHTML = goodHitsA; totalShotsA = totalShots.toString(); document.getElementById('TotalShotz').innerHTML = totalShotsA; } // </script> </body> </html>
  13. Ah , back at it ; Reminder.. Code works fine on desktop browser , but hangs on phone . Here is my more readable code : Thanks
  14. Thanks ; Yes , I fixed that . I still couldn't find all the errors , so I stripped out everything (js) except var Game = {} and Game.start = function() {} (then added Game.hitTest(a, {) However when I pruned code down to this: <script type='text/javascript'> /** Game object **/ var Game = {} // Movable objects Game.cowpies = []; /* Properties */ // For drawing Game.canvas = document.getElementById("canvas"); Game.context = Game.canvas.getContext("2d"); // Starts up the game Game.start = function() { } // Detect a rectangular collision between two objects Game.hitTest(a, { 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; } // </script> I am still getting the Uncaught SyntaxError: Unexpected token { on this: [code]Game.hitTest(a, { 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; } // [/code] Can you see the error ? By the way this: Works great ! Thanks
  15. <!DOCTYPE html> <html> -<head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <meta charset="utf-8" /> <title>goBegin</title> http://vmars.us/javascript/GameObject.html --> </head> <!-- <body onload="Game.start()" > --> <body> <canvas id="canvas" width="600" height="450" style="background-color:#992D2D"></canvas> <script type='text/javascript'> /*****************/ /** Game object **/ /*****************/ /*****************/ /** Game object **/ /*****************/ var Game = {} /* Properties */ // For drawing Game.canvas = document.getElementById("canvas"); Game.graphics = Game.canvas.getContext("2d"); // Sounds Game.sounds = { splat : new Audio("sounds/CowMooSplat.mp3"), goodbye : new Audio("sounds/GoodBye-Female.mp3"), cheering : new Audio("sounds/cheeringCrowd.mp3"), oops : new Audio("sounds/oops.mp3") }; // Movable objects Game.cowpies = []; Game.thrower = new Thrower(document.getElementById("thrower"), 0, 0); Game.target = new Target(document.getElementById("lie02"), 128, 24) /* Methods */ // Play a sound Game.playSound = function(sound) { sound.play(); } // Detect a rectangular collision between two objects /*Game.hitTest(a, { 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; } */ // Create or detroy cowpies Game.createCowpie = function() { Game.cowpies.push(new Cowpie()); } Game.destroyCowpie = function(cowpie) { // Play sound Game.playSound(Game.sounds.splat); // Remove from cowpies var count = Game.cowpies.length; var destroyed = false; for(var i = 0; i < count && !destroyed; i++) { if(Game.cowpies == cowpie) { destroyed = true; Game.cowpies.splice(i, 1); } } } // Starts up the game Game.start = function() { // Start by playing the cheering sound playSound(Game.sounds.cheering); // Then begin the game loop, this code depends on what kind of loop you're using } // Ends the game /*Game.end() { // Stop the game loop, this code depends on what kind of loop you're using. } */ // This is the game loop Game.gameLoop = function() { // Loop through objects and update them var amount = Game.cowpies.length; var cowpie; for(var i = 0; i < amount; i++) { cowpie = Game.cowpies; cowpie.update(); } thrower.update(); target.update(); // Detect collisions and do something // // // Draw everything context.clearRect(0, 0, Game.canvas.width, Game.canvas.height); for(var i = 0; i < amount; i++) { cowpie = Game.cowpies; cowpie.draw(); } thrower.draw(); target.draw(); } /*********************/ /** Movable objects **/ /*********************/ /* Cowpie */ function Cowpie(sprite, x, y) { this.sprite = sprite; this.x = x; this.y = y; this.width = sprite.width; this.height = sprite.height; // Update position based on requirements this.update = function() { } // Draw the sprite this.draw = function() { Game.context.drawImage(this.sprite, this.x, this.y, this.width, this.height); } } /* Thrower */ function Thrower(sprite, x, y) { this.sprite = sprite; this.x = x; this.y = y; /* this.width = sprite.width; this.height = sprite.height; */ // Update position based on requirements this.update = function() { } // Draw the sprite this.draw = function() { Game.context.drawImage(this.sprite, this.x, this.y, this.width, this.height); } } /* Target */ function Target(x, y) { this.x = x; this.y = y; /* this.width = sprite.width; this.height = sprite.height; */ // Update position based on requirements this.update = function() { } // Draw the sprite this.draw = function() { Game.context.drawImage(this.sprite, this.x, this.y, this.width, this.height); } } </script> </body> </html>
  16. Ok, I have got it stripped down , and no errors:
  17. Oops , I misunderstood what you were saying . I fixed code & no error here .
  18. Pls notice that the code I last presented does include the changes you mentioned . I had already fixed the errors . I deliberately removed the "objects, their properties and methods" to make it easier to debug js syntax . Again , what I am trying to do now , is simply to debug the js syntax , I am trying to establish an error free 'starting point . So that any errors that pop up after this 'starting point' are indeed my errors . Yes I realize that . Isn't the diagram that you gave me , though incomplete , program structure ? Or do you mean something else ? Thanks
  19. Yes , I try it every time . Most often it doesn't work . I use Notepad++ . 1) copy the code i want to paste. 2) then click on the <> lable . 3) select html 4) paste in code 5) click save Code shows up as colored . Then I click 'save'. Code doesn't show up , just a small empty colored box . What am I doing wrong ? Thanks
  20. Hello & Thanks ; I am trying to get a clean compile on the Diagram , I am getting the following errors and I can't figure out what the prob is , Pls help . The Diagram code is at bottom . : Uncaught SyntaxError: Unexpected token { // Detect a rectangular collision between two objects Game.hitTest(a, { 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; } : Uncaught SyntaxError: Unexpected token { // Create or destroy cowpies Game.createCowpie = function() { cowpies.push(new Cowpie()); //} : Uncaught SyntaxError: Unexpected token { Game.end() { // Stop the Game loop, this code depends on what kind of loop you're using. } Last js statement" : Uncaught SyntaxError: Unexpected end of input // Draw the sprite this.draw = function() { Game.context.drawImage(this.sprite, this.x, this.y, this.width, this.height); } <!DOCTYPE html> <html> -<head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <meta charset="utf-8" /> <title>Debug Hillary Only</title> http://vmars.us/javascript/GameObject.html --> <style> #assets { height: 0px; overflow: hidden; visibility: hidden; width: 0px; } body { background-color: Black; margin: 0; overflow: hidden; padding: 0; } canvas { cursor: none; } table { color: #E1E1E1; background-color: #992D2D; height: 24px; width: 800px; border: none; } button {font-size: 16px;} </style> </head> <body onload="Game.start()" > <div> <table align="center"> <tr> <td width="10%">Screen Size </td> <td id="ScreenSize" width="10%"> </td> <td width="5%"></td> <td width="10%"> Good Hits</td> <td id="GoodHitz" width="5%"> </td> <td width="8%"></td> <td width="8%"> Total Shots </td> <td id="TotalShotz" width="5%"> </td> </tr> </table> </div> <div id="canvasDiv" align="center" > <canvas id="canvas" width="600" height="450" style="background-color:#992D2D"></canvas> <br><br> <button onclick="touchUpArrow()" ontouchstart="touchUpArrow()">----Throw----</button> <br><br> <button onclick="myGameArea.pause()" ontouchstart="myGameArea.pause()" >Pause</button> __ <button onclick="myGameArea.play()" ontouchstart="myGameArea.play()" >Play</button> __ <button onclick="clearIt()" ontouchstart="clearIt()">Clear</button> __ <button onclick="quitIt()" ontouchstart="quitIt()">Quit</button> </div> <div id="assets"> <img id="lie02" src="sprites/lies02.png" width="64" height="64" /> <img id="cowpie" src="sprites/cowpie.png" width="32" height="32" /> <img id="thrower" src="sprites/thrower.png" width="64" height="64" /> </div> <script type='text/javascript'> /*****************/ /** Game object **/ /*****************/ /*****************/ /** Game object **/ /*****************/ var Game = {} /* Properties */ // For drawing Game.canvas = document.getElementById("canvas"); Game.graphics = Game.canvas.getContext("2d"); // Sounds Game.sounds = { splat : new Audio("sounds/CowMooSplat.mp3"), goodbye : new Audio("sounds/GoodBye-Female.mp3"), cheering : new Audio("sounds/cheeringCrowd.mp3"), oops : new Audio("sounds/oops.mp3") }; // Movable objects Game.cowpies = []; Game.thrower = new Thrower(document.getElementById("thrower"), 0, 0); Game.target = new Target(document.getElementById("lie02"), 128, 24) /* Methods */ // Play a sound Game.playSound = function(sound) { sound.play(); } // Detect a rectangular collision between two objects Game.hitTest(a, { 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; } // Create or detroy cowpies Game.createCowpie = function() { cowpies.push(new Cowpie()); } Game.destroyCowpie = function(cowpie) { // Play sound Game.playSound(Game.sounds.splat); // Remove from cowpies var count = Game.cowpies.length; var destroyed = false; for(var i = 0; i < count && !destroyed; i++) { if(Game.cowpies == cowpie) { destroyed = true; Game.cowpies.splice(i, 1); } } } // Starts up the game Game.start = function() { // Start by playing the cheering sound playSound(Game.sounds.cheering); // Then begin the game loop, this code depends on what kind of loop you're using } // Ends the game Game.end() { // Stop the game loop, this code depends on what kind of loop you're using. } // This is the game loop Game.gameLoop = function() { // Loop through objects and update them var amount = Game.cowpies.length; var cowpie; for(var i = 0; i < amount; i++) { cowpie = Game.cowpies; cowpie.update(); } thrower.update(); target.update(); // Detect collisions and do something // // // Draw everything context.clearRect(0, 0, Game.canvas.width, Game.canvas.height); for(var i = 0; i < amount; i++) { cowpie = Game.cowpies; cowpie.draw(); } thrower.draw(); target.draw(); } /*********************/ /** Movable objects **/ /*********************/ /* Cowpie */ function Cowpie(sprite, x, y) { this.sprite = sprite; this.x = x; this.y = y; this.width = sprite.width; this.height = sprite.height; // Update position based on requirements this.update = function() { } // Draw the sprite this.draw = function() { Game.context.drawImage(this.sprite, this.x, this.y, this.width, this.height); } } /* Thrower */ function Thrower(sprite, x, y) { this.sprite = sprite; this.x = x; this.y = y; this.width = sprite.width; this.height = sprite.height; // Update position based on requirements this.update = function() { } // Draw the sprite this.draw = function() { Game.context.drawImage(this.sprite, this.x, this.y, this.width, this.height); } } /* Target */ function Target(x, y) { this.x = x; this.y = y; this.width = sprite.width; this.height = sprite.height; // Update position based on requirements this.update = function() { } // Draw the sprite this.draw = function() { Game.context.drawImage(this.sprite, this.x, this.y, this.width, this.height); } } </script> </body> </html>
  21. Thanks , I am getting an "GameObject-Copy.html:163 Uncaught SyntaxError: Unexpected token {" on this: Game.hitTest(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; } This syntax is new to me , is return supposed to return 'true or false' ? Thanks
  22. <!DOCTYPE html> <html> -<head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <meta charset="utf-8" /> <title>Debug Hillary Only</title> http://vmars.us/javascript/GameObject.html --> <style> #assets { height: 0px; overflow: hidden; visibility: hidden; width: 0px; } body { background-color: Black; margin: 0; overflow: hidden; padding: 0; } canvas { cursor: none; } table { color: #E1E1E1; background-color: #732222; height: 24px; width: 600px; border: none; } #buttonsArea { color: #E1E1E1; background-color: #732222; width: 600px; border: none; } button {font-size: 16px;} </style> </head> <body onload="Game.start()" onresize="onScrnResize()"> <div> <table align="center"> <tr> <td width="10%">Screen Size </td> <td id="ScreenSize" width="10%"> </td> <td width="5%"></td> <td width="10%"> Good Hits</td> <td id="GoodHitz" width="5%"> </td> <td width="8%"></td> <td width="8%"> Total Shots </td> <td id="TotalShotz" width="5%"> </td> </tr> </table> </div> <div id="canvasDiv" align="center" > <canvas id="canvas" width="600" height="450" style="background-color:#992D2D"></canvas> <!-- <br><br> --> <div id="buttonsArea"> <button onclick="touchUpArrow()" ontouchstart="touchUpArrow()">----Throw----</button> <br><br> <button onclick="myGameArea.pause()" ontouchstart="myGameArea.pause()" >Pause</button> __ <button onclick="myGameArea.play()" ontouchstart="myGameArea.play()" >Play</button> __ <button onclick="clearIt()" ontouchstart="clearIt()">Clear</button> __ <button onclick="quitIt()" ontouchstart="quitIt()">Quit</button> </div> </div> <div id="assets"> <img id="lie02" src="sprites/lies02.png" width="64" height="64" /> <img id="cowpie" src="sprites/cowpie.png" width="32" height="32" /> <img id="thrower" src="sprites/thrower.png" width="64" height="64" /> </div> </body> </html>
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