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DD224

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Posts posted by DD224

  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;
    }

    image.thumb.png.d93f66fc59f29bb1a4cc58f8c5dacbf0.png

    I'm not understanding why it is showing an error, even though gameObstacle is an array.

     

     

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