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catch07.js
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catch07.js
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// Create the canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 512;
canvas.height = 480;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image(); //we have an image object
bgImage.src = "chpaper.png";
bgImage.onload = function () {
//different way to create a function
bgReady = true;
};
// Hero image
var heroReady = false;
var heroImage = new Image();
heroImage.onload = function () {
heroReady = true;
};
heroImage.src = "redl.png";
var hero = {
speed: 200 // movement in pixels per second
}; //created and edited an aspect of the hero object
hero.x = canvas.width / 2;
hero.y = canvas.height / 2;
// symbol image
var symbolsReady = false;
var symbolsImage = new Image();
symbolsImage.onload = function () {
symbolsReady = true;
};
symbolsImage.src = "logo.png";
var symbols = {
speed: 100};
var symbolCaught = 0;
var direction = -1;
// Handle keyboard controls
var keysDown = {};
addEventListener("keydown", function (e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function (e) {
delete keysDown[e.keyCode];
}, false);
// Reset the game when the player catches a symbols
var reset = function () {
// Throw the symbols somewhere on the screen randomly
symbols.x = symbolsImage.width + (Math.random() * (canvas.width - (2 * symbolsImage.width)));
symbols.y = symbolsImage.height + (Math.random() * (canvas.height - (2 * symbolsImage.height)));
};
// Update game objects called from the main function
// delta = number of miliseconds between calls
var update = function (delta) {
if (38 in keysDown) { // Player holding up
hero.y -= hero.speed * delta;
}
if (40 in keysDown) { // Player holding down
hero.y += hero.speed * delta;
}
if (37 in keysDown) { // Player holding left
hero.x -= hero.speed * delta;
}
if (39 in keysDown) { // Player holding right
hero.x += hero.speed * delta;
}
symbols.x += (symbols.speed * direction * delta);
// Are they touching?
if (
hero.x <= (symbols.x + symbolsImage.width)
&& symbols.x <= (hero.x + heroImage.width)
&& hero.y <= (symbols.y + symbolsImage.height)
&& symbols.y <= (hero.y + heroImage.height)
) {
++symbolCaught;
reset();
}
// Setting boundaries
if(hero.x < 0) {
hero.x = 0;
}
if(hero.y < 0) {
hero.y = 0;
}
if(symbols.x < 0) {
direction = -direction;
}
if(hero.x > canvas.width-heroImage.width ) {
hero.x = canvas.width-heroImage.width;
}
if(hero.y > canvas.height-heroImage.height) {
hero.y = canvas.height-heroImage.height;
}
if(symbols.x > canvas.width -symbolsImage.width ) {
direction = -direction;
}
};
// Draw everything
var render = function () {
if (bgReady) {
ctx.drawImage(bgImage, 0, 0);
}
if (heroReady) {
ctx.drawImage(heroImage, hero.x, hero.y);
}
if (symbolsReady) {
ctx.drawImage(symbolsImage, symbols.x, symbols.y);
}
// Score
ctx.fillStyle = "rgb(250, 250, 250)";
ctx.font = "24px serif";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Symbols collected: " + symbolCaught , 32, 32);
};
// The main game loop
var main = function () {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
render();
then = now;
};
// Let's play this game!
reset();
var then = Date.now();
setInterval(main, 1); // Execute as fast as possible