diff --git a/js/tower.js b/js/tower.js index 43b485c..1664cd8 100644 --- a/js/tower.js +++ b/js/tower.js @@ -43,7 +43,7 @@ const gameState = { inMiddleOfJump: false, isGameOver: false, isHighScore: false, - powerOfJump: -3, + powerOfJump: -4, score: 0, step: 0, times: 0, @@ -99,18 +99,21 @@ gradient2.addColorStop('1.0', 'blue'); mainLoop(); drawCharacter(); //Check for mobile device -document.body.addEventListener("touchstart",(e)=>{ - -}) + //Put events for touch based actions let canvasElement = document.querySelector("canvas"); let touchStartX = 0; let touchStartY=0; let touchEndX=0; -let touchEndY=0; +let touchEndY=0 canvasElement.addEventListener("touchstart",(e)=>{ touchStartX=e.changedTouches[0].screenX; touchStartY=e.changedTouches[0].screenY; + if(e.touches.length === 1){ + console.log("up") + keyboard.up = true; + keyboard.any = true; + } // keyboard.any = true; },false) @@ -133,8 +136,8 @@ canvasElement.addEventListener("touchmove",(e)=>{ console.log("down"); } else { - keyboard.up=true; - document.getElementById('score-span').innerHTML = "up"; + // keyboard.up=true; + // document.getElementById('score-span').innerHTML = "up"; } } else console.log("tap") @@ -232,6 +235,7 @@ const moveChar = { character.onGround = false; // Check if the character is not in the middle of a jump + if (!gameState.inMiddleOfJump) gameState.powerOfJump = -3; // Set the initial jump power else gameState.powerOfJump += 0.2; // Increase the jump power if the character is already jumping @@ -241,9 +245,27 @@ const moveChar = { character.distanceY += gameState.powerOfJump; // Set the flag to indicate that the character is in the middle of a jump gameState.inMiddleOfJump = true; + if (gameState.moveLeft){ + character.distanceX = -2; + gameState.moveLeft=false; + } else if(gameState.moveRight) { + character.distanceX = 2; + gameState.moveRight=false; + } + + }, + left: function(){ + gameState.moveLeft = true; + if (!gameState.inMiddleOfJump){ + character.distanceX = -2; + } }, - left: function(){ character.distanceX = -2; console.log("character",character)}, - right: function(){ character.distanceX = 2; } + right: function(){ + gameState.moveRight=true; + if(!gameState.inMiddleOfJump){ + character.distanceX = 2; + } + } } function randomMinMax(min, max) { @@ -484,7 +506,6 @@ function mainLoop() { if (gameState.isGameOver == false) { if (keyboard.any) { - console.log("this is called"); context.clearRect(0, 0, canvas.width, canvas.height); if (keyboard.up) { moveChar.up(); } else { gameState.inMiddleOfJump = false; } if (keyboard.left) { moveChar.left(); }