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Sep 3rd, 2015
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  1. var key = [];
  2. onkeydown = onkeyup = function(e){
  3. e = e || event;
  4. map[e.keyCode] = e.type == 'keydown';
  5. if (key[65]){ //'a' is pressed
  6. if (crxpos > 8)
  7. crxpos-=8;
  8. }
  9. else if (key[68]){ //'d' is pressed
  10. if (crxpos < 1280 - 40)
  11. crxpos+=8;
  12. }
  13. else if (key[83]){ //'s' is pressed
  14. if (crypos < 720 - 40)
  15. crypos+=8;
  16. }
  17. else if (key[87]){ //'w' is pressed
  18. if (crypos > 8)
  19. crypos-=8;
  20. }
  21. }
  22. var map = document.getElementById("map");
  23. var ctx = map.getContext("2d");
  24. var dt = 1000 / 30.0;
  25.  
  26. var caverunner = new Image();
  27. caverunner.src = "caverunner.png";
  28. caverunner.addEventListener("load", drawImage);
  29. var crxpos = 1280 / 2 - 4;
  30. var crypos = 720 / 2 - 4;
  31.  
  32. function drawImage(){
  33. setInterval(update, dt);
  34. }
  35.  
  36. function update(){
  37. ctx.clearRect(0, 0, 1280, 720);
  38. ctx.drawImage(caverunner, crxpos, crypos);
  39. }
  40.  
  41. <!DOCTYPE html>
  42. <html>
  43. <style type="text/css" media="all"> @import "canvas.css"; </style>
  44. <body>
  45.  
  46. <h1>Cave</h1>
  47. <canvas id="map" width="1280" height="720" style="border:1px solid #000000;"></canvas>
  48. <p> </p>
  49. <script src="cave.js"> </script>
  50.  
  51. </body>
  52. </html>
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