<!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.