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- <!DOCTYPE html>
- <html>
- <body>
- <canvas id="myCanvas" width="500" height="300" style="border:1px solid #c3c3c3;">
- Your browser does not support the HTML5 canvas tag.
- </canvas>
- <!-- this command below tells the browser to start interpreting the lines below
- javascript and not html -->
- <script>
- var x1corner =0.0;
- var y1corner=0.0;
- var change = 5.0;
- console.log(document);
- var c = document.getElementById("myCanvas");
- console.log(c);
- var ctx = c.getContext("2d");
- ctx.fillStyle = "#FF0000";
- var gravity = 0.8;
- var momentum = 0;
- var rect1 = {x: 100, y: 200, width: 20, height: 20};
- var rect2 = {x: 140, y: 160, width: 20, height: 20};
- var rect3 = {x: 170, y: 120, width: 20, height: 20};
- var xchange = 1.0;
- var ychange = 70.0;
- var obstacles = [rect1,rect2,rect3];
- var collision = false;
- var keys = [];
- function drawrect(x1,y1){
- ctx.fillRect(x1,y1,20,20);
- }
- ///this is the function for the keypress event
- function ProcessKeydown(e)
- {
- //alert(e.keyCode);
- if (e.keyCode) keycode=e.keyCode;
- else keycode=e.which;
- ch=String.fromCharCode(keycode);
- /*
- if(keycode==65) {
- x1corner -= xchange;
- momentum = -0.2;
- }
- else if(keycode==68) {
- x1corner += xchange;
- momentum = 0.2;
- }
- else if(keycode==83) {
- y1corner += ychange;
- }
- else if(keycode==87) {
- if (y1corner == 230 || collision == true)
- {
- y1corner -= ychange;
- }
- }
- */
- ctx.clearRect(0, 0, myCanvas.width, myCanvas.height)
- ctx.fillStyle = "#FF0000";
- drawrect(x1corner,y1corner);
- ctx.fillStyle = "#000000";
- ctx.fillRect(0,250,500,50);
- //update();
- //draw();
- }
- setInterval(function()
- {
- if (keys[68]) {
- console.log("right down");
- x1corner += xchange;
- //momentum = 0.2;
- }
- if (keys[65]) {
- console.log("left down");
- x1corner -= xchange;
- //momentum = -0.2;
- }
- if (keys[87]) {
- console.log("up key down " + y1corner);
- if ((y1corner < 230.5 && y1corner > 229.5) || collision == true)
- {
- var i1 = 0;
- setInterval(function()
- {
- if (i1 < 10){
- y1corner -= 2;
- i1 += 1;
- }
- },10);
- }
- }
- if (keys[83]) {
- console.log("down key down");
- y1corner += ychange;
- }
- for (index = 0; index < obstacles.length; index++){
- rectx = obstacles[index].x;
- //console.log(rectx);
- recty = obstacles[index].y;
- if (x1corner < rectx + 20 &&
- x1corner > rectx - 20 &&
- y1corner > recty - 20 &&
- y1corner < recty) {
- // collision detected!
- collision = true;
- break;
- }
- else{collision = false;}
- }
- if (y1corner < 230 && collision == false){
- y1corner = y1corner + gravity;
- ctx.clearRect(0, 0, myCanvas.width, myCanvas.height)
- ctx.fillStyle = "#000000";
- ctx.fillRect(0,250,500,50);
- }
- if (x1corner > -1 && x1corner < 480){
- x1corner = x1corner + momentum;
- ctx.clearRect(0, 0, myCanvas.width, 250)
- ctx.fillStyle = "#FF0000";
- drawrect(x1corner,y1corner);
- ctx.fillStyle = "#000000";
- for (index = 0; index < obstacles.length; index++){
- drawrect(obstacles[index].x,
- obstacles[index].y);
- }
- }
- }, 1);
- document.body.addEventListener("keydown", function (e) {
- keys[e.keyCode] = true;
- });
- document.body.addEventListener("keyup", function (e) {
- keys[e.keyCode] = false;
- });
- </script>
- <!--the script below accesses one of the DOM built in functions which is onKeyPress. You can look from the watch window and see many other ones
- <body onKeyDown="ProcessKeydown(event);">
- -->
- </body>
- </html>
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