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DD224

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  1. <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>My Game Dev</title> <style> canvas { border: 1px solid #d3d3d3; background-color: #f1f1f1; align-items: center; justify-content: center; } .you-style { text-align: center; width: 480px; } </style> </head> <body onload="startGame()"> <div class="you-style"> <button onmousedown="moveUp()" onmouseup="stopMove()">Up</button><br><br> <button onmousedown="moveRight()"onmouseup="stopMove()">Right</button> <button onmousedown="moveLeft()"onmouseup="stopMove()">Left</button><br><br> <button onmousedown="moveDown()"onmouseup="stopMove()">Down</button> </div> <script src="index.js"></script> </body> </html> index.js var gamePaddle; var gameObstacle = []; function startGame() { gamePaddle = new component(30, 30, "#f00", 10, 120); gameObstacle = new component(10, 200, "green", 300, 120); myGameArea.start(); } var myGameArea = { canvas: document.createElement("canvas"), //<canvas></canvas> start: function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.frameNo = 0; this.interval = setInterval(updateGameArea, 20); window.addEventListener('keydown', (e) => { myGameArea.key = e.keyCode; }) window.addEventListener('keyup', (e) => { myGameArea.key = false; }) }, clear: function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); }, stop: function() { clearInterval(this.interval); } } function component(width, height, color, x, y) { this.width = width; this.height = height; this.x = x; this.y = y; this.speedX = 0; this.speedY = 0; this.update = function() { ctx = myGameArea.context; ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } this.newPos = function() { this.x += this.speedX; this.y += this.speedY; } this.crashWith = function(otherobj) { var myLeft = this.x; var myRight = this.x + (this.width); var myTop = this.y; var myBottom = this.y + (this.height); var otherLeft = otherobj.x; var otherRight = otherobj.x + (otherobj.width); var otherTop = otherobj.y; var otherBottom = otherobj.y + (otherobj.height); var crash = true; if((myBottom < otherTop) || (myTop > otherBottom) || (myRight < otherLeft) || (myLeft > otherRight)) { crash = false; } return crash; } } function updateGameArea() { var x, y; for (let i = 0; i < gameObstacle.length; i+= 1) { if (gamePaddle.crashWith(gameObstacle[i])) { myGameArea.stop(); return; } } myGameArea.clear(); myGameArea.frameNo += 1; if (myGameArea.frameNo == 1 || eachInt(150)) { x = myGameArea.canvas.width; y = myGameArea.canvas.height - 200; gameObstacle.push(new component(10, 200, "green", x, y)); } for (let i = 0; i < gameObstacle.length; i+= 1) { gameObstacle[i].x -= 1; gameObstacle.update(); } gamePaddle.newPos(); gamePaddle.speedX += 0; gamePaddle.speedY += 0; if (myGameArea.key && myGameArea.key == 37) {gamePaddle.speedX = -1; } if (myGameArea.key && myGameArea.key == 39) {gamePaddle.speedX = 1; } if (myGameArea.key && myGameArea.key == 38) {gamePaddle.speedY = -1; } if (myGameArea.key && myGameArea.key == 40) {gamePaddle.speedY = 1; } gamePaddle.update(); /*if (gamePaddle.crashWith(gameObstacle)) { myGameArea.stop(); } else { myGameArea.clear(); gamePaddle.newPos(); gameObstacle.update(); gameObstacle.x -= 1; gamePaddle.speedX += 0; gamePaddle.speedY += 0; if (myGameArea.key && myGameArea.key == 37) {gamePaddle.speedX = -1; } if (myGameArea.key && myGameArea.key == 39) {gamePaddle.speedX = 1; } if (myGameArea.key && myGameArea.key == 38) {gamePaddle.speedY = -1; } if (myGameArea.key && myGameArea.key == 40) {gamePaddle.speedY = 1; } gamePaddle.update(); }*/ } function eachInt(n) { if((myGameArea.frameNo / n) % 1 == 0) { return true; } return false; } function moveUp() { gamePaddle.speedY -= 1; } function moveDown() { gamePaddle.speedY += 1; } function moveRight() { gamePaddle.speedX -= 1; } function moveLeft() { gamePaddle.speedX += 1; } function stopMove() { gamePaddle.speedX = 0; gamePaddle.speedY = 0; } I'm not understanding why it is showing an error, even though gameObstacle is an array.
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