<html lang="en">
<head>
<meta charset="utf-8">
<title>Nearly a real game</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/howler/1.1.25/howler.min.js"></script>
</head>
<body>
<canvas id="myCanvas" width="400" height="400"></canvas>
</body>
</html>
// Inits
window.onload = function init() {
var game = new GF();
game.start();
};
// GAME FRAMEWORK STARTS HERE
var GF = function () {
// Vars relative to the canvas
var canvas, ctx, w, h;
// vars for counting frames/s, used by the measureFPS function
var frameCount = 0;
var lastTime;
var fpsContainer;
var fps;
// for time based animation
var delta, oldTime = 0;
// vars for handling inputs
var inputStates = {};
// game states
var gameStates = {
mainMenu: 0,
gameRunning: 1,
gameOver: 2
};
var currentGameState = gameStates.gameRunning;
var currentLevel = 1;
var TIME_BETWEEN_LEVELS = 5000; // 5 seconds
var currentLevelTime = TIME_BETWEEN_LEVELS;
var plopSound; // Sound of a ball exploding
// The monster !
var monster = {
dead: false,
x: 10,
y: 10,
width: 50,
height: 50,
speed: 100 // pixels/s this time !
};
// Les obstacles
var obstacles = [];
// array of balls to animate
var ballArray = [];
var nbBalls = 5;
// We want the object to move at speed pixels/s (there are 60 frames in a second)
// If we are really running at 60 frames/s, the delay between frames should be 1/60
// = 16.66 ms, so the number of pixels to move = (speed * del)/1000. If the delay is twice
// longer, the formula works : let's move the rectangle twice longer!
var calcDistanceToMove = function (delta, speed) {
//console.log("#delta = " + delta + " speed = " + speed);
return (speed * delta) / 1000;
};
var measureFPS = function (newTime) {
// test for the very first invocation
if (lastTime === undefined) {
lastTime = newTime;
return;
}
//calculate the difference between last & current frame
var diffTime = newTime - lastTime;
if (diffTime >= 1000) {
fps = frameCount;
frameCount = 0;
lastTime = newTime;
}
//and display it in an element we appended to the
// document in the start() function
fpsContainer.innerHTML = 'FPS: ' + fps;
frameCount++;
};
// clears the canvas content
function clearCanvas() {
ctx.clearRect(0, 0, w, h);
}
// Functions for drawing the monster and maybe other objects
function drawMyMonster(x, y) {
// draw a big monster !
// head
// save the context
ctx.save();
// translate the coordinate system, draw relative to it
ctx.translate(x, y);
ctx.scale(0.5, 0.5);
// (0, 0) is the top left corner of the monster.
ctx.strokeRect(0, 0, 100, 100);
// eyes
ctx.fillRect(20, 20, 10, 10);
ctx.fillRect(65, 20, 10, 10);
// nose
ctx.strokeRect(45, 40, 10, 40);
// mouth
ctx.strokeRect(35, 84, 30, 10);
// teeth
ctx.fillRect(38, 84, 10, 10);
ctx.fillRect(52, 84, 10, 10);
// restore the context
ctx.restore();
}
function timer(currentTime) {
var delta = currentTime - oldTime;
oldTime = currentTime;
return delta;
}
var mainLoop = function (time) {
//main function, called each frame
measureFPS(time);
// number of ms since last frame draw
delta = timer(time);
// Clear the canvas
clearCanvas();
if (monster.dead) {
currentGameState = gameStates.gameOver;
}
switch (currentGameState) {
case gameStates.gameRunning:
// draw the monster
drawMyMonster(monster.x, monster.y);
// Check inputs and move the monster
updateMonsterPosition(delta);
displayObstacles(delta);
// update and draw balls
//updateBalls(delta);
// display Score
displayScore();
// decrease currentLevelTime.
// When < 0 go to next level
currentLevelTime -= delta;
/* if (currentLevelTime < 0) {
goToNextLevel();
}*/
break;
case gameStates.mainMenu:
// TO DO !
break;
case gameStates.gameOver:
ctx.fillText("GAME OVER", 50, 100);
ctx.fillText("Press SPACE to start again", 50, 150);
ctx.fillText("Move with arrow keys", 50, 200);
ctx.fillText("Survive 5 seconds for next level", 50, 250);
if (inputStates.space) {
startNewGame();
}
break;
}
// call the animation loop every 1/60th of second
requestAnimationFrame(mainLoop);
};
function displayObstacles(delta) {
for(var i =0; i < obstacles.length; i++) {
var o = obstacles[i];
o.x += calcDistanceToMove(delta, o.speedX);
o.y += calcDistanceToMove(delta, o.speedY);
if(((o.y+o.h) > canvas.height) || (o.y < 0)) {
o.speedY = -o.speedY;
}
displayOneObstacle(o);
}
}
function displayOneObstacle(obstacle) {
ctx.save();
ctx.fillRect(obstacle.x,obstacle.y, obstacle.w, obstacle.h);
ctx.restore();
}
function startNewGame() {
monster.dead = false;
currentLevelTime = 5000;
currentLevel = 1;
nbBalls = 5;
createBalls(nbBalls);
currentGameState = gameStates.gameRunning;
}
function goToNextLevel() {
// reset time available for next level
// 5 seconds in this example
currentLevelTime = 5000;
currentLevel++;
// Add two balls per level
nbBalls += 2;
createBalls(nbBalls);
}
function displayScore() {
ctx.save();
ctx.fillStyle = 'Green';
ctx.fillText("Level: " + currentLevel, 300, 30);
ctx.fillText("Time: " + (currentLevelTime / 1000).toFixed(1), 300, 60);
ctx.fillText("Balls: " + nbBalls, 300, 90);
ctx.restore();
}
function updateMonsterPosition(delta) {
monster.speedX = monster.speedY = 0;
// check inputStates
if (inputStates.left) {
monster.speedX = -monster.speed;
}
if (inputStates.up) {
monster.speedY = -monster.speed;
}
if (inputStates.right) {
monster.speedX = monster.speed;
}
if (inputStates.down) {
monster.speedY = monster.speed;
}
if (inputStates.space) {
}
if (inputStates.mousePos) {
}
if (inputStates.mousedown) {
monster.speed = 500;
} else {
// mouse up
monster.speed = 100;
}
// teste collision avec obstacles
for(var i=0; i < obstacles.length; i++) {
var o = obstacles[i];
if(rectsOverlap(monster.x, monster.y, monster.width, monster.height, o.x, o.y, o.w, o.h)) {
console.log("collision");
//monster.x = monster.y = 10;
monster.speedX /= 4;
monster.speedY /= 4;
}
}
// Compute the incX and inY in pixels depending
// on the time elasped since last redraw
monster.x += calcDistanceToMove(delta, monster.speedX);
monster.y += calcDistanceToMove(delta, monster.speedY);
}
function updateBalls(delta) {
// Move and draw each ball, test collisions,
for (var i = 0; i < ballArray.length; i++) {
var ball = ballArray[i];
// 1) move the ball
ball.move();
// 2) test if the ball collides with a wall
testCollisionWithWalls(ball);
// Test if the monster collides
if (circRectsOverlap(monster.x, monster.y,
monster.width, monster.height,
ball.x, ball.y, ball.radius)) {
//change the color of the ball
ball.color = 'red';
monster.dead = true;
// Here, a sound effect greatly improves
// the experience!
//plopSound.play();
}
// 3) draw the ball
ball.draw();
}
}
// Collisions between rectangle and circle
function circRectsOverlap(x0, y0, w0, h0, cx, cy, r) {
var testX = cx;
var testY = cy;
if (testX < x0)
testX = x0;
if (testX > (x0 + w0))
testX = (x0 + w0);
if (testY < y0)
testY = y0;
if (testY > (y0 + h0))
testY = (y0 + h0);
return (((cx - testX) * (cx - testX) + (cy - testY) * (cy - testY)) < r * r);
}
// Collisions between aligned rectangles
function rectsOverlap(x1, y1, w1, h1, x2, y2, w2, h2) {
if ((x1 > (x2 + w2)) || ((x1 + w1) < x2))
return false; // No horizontal axis projection overlap
if ((y1 > (y2 + h2)) || ((y1 + h1) < y2))
return false; // No vertical axis projection overlap
return true; // If previous tests failed, then both axis projections
// overlap and the rectangles intersect
}
function testCollisionWithWalls(ball) {
// left
if (ball.x < ball.radius) {
ball.x = ball.radius;
ball.angle = -ball.angle + Math.PI;
}
// right
if (ball.x > w - (ball.radius)) {
ball.x = w - (ball.radius);
ball.angle = -ball.angle + Math.PI;
}
// up
if (ball.y < ball.radius) {
ball.y = ball.radius;
ball.angle = -ball.angle;
}
// down
if (ball.y > h - (ball.radius)) {
ball.y = h - (ball.radius);
ball.angle = -ball.angle;
}
}
function getMousePos(evt) {
// necessary to take into account CSS boudaries
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
function createBalls(numberOfBalls) {
// Start from an empty array
ballArray = [];
for (var i = 0; i < numberOfBalls; i++) {
// Create a ball with random position and speed.
// You can change the radius
var ball = new Ball(w * Math.random(),
h * Math.random(),
(2 * Math.PI) * Math.random(),
(80 * Math.random()),
30);
// Do not create a ball on the player. We augmented the ball radius
// to sure the ball is created far from the monster.
if (!circRectsOverlap(monster.x, monster.y,
monster.width, monster.height,
ball.x, ball.y, ball.radius * 3)) {
// Add it to the array
ballArray[i] = ball;
} else {
i--;
}
}
}
// constructor function for balls
function Ball(x, y, angle, v, diameter) {
this.x = x;
this.y = y;
this.angle = angle;
this.v = v;
this.radius = diameter / 2;
this.color = 'black';
this.draw = function () {
ctx.save();
ctx.beginPath();
ctx.fillStyle = this.color;
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fill();
ctx.restore();
this.color = 'black';
};
this.move = function () {
// add horizontal increment to the x pos
// add vertical increment to the y pos
var incX = this.v * Math.cos(this.angle);
var incY = this.v * Math.sin(this.angle);
this.x += calcDistanceToMove(delta, incX);
this.y += calcDistanceToMove(delta, incY);
};
}
function createObstacles() {
var obstacle1 = {
x:200,
y:0,
w: 20,
h:200,
speedX: 0,
speedY: 100
};
var obstacle2 = {
x:100,
y:80,
w: 20,
h:200,
speedX: 0,
speedY: 0
};
var obstacle3 = {
x:300,
y:200,
w: 20,
h:200,
speedX: 0,
speedY: 0
};
obstacles.push(obstacle1);
obstacles.push(obstacle2);
obstacles.push(obstacle3);
}
function loadAssets(callback) {
// here we should load the souds, the sprite sheets etc.
// then at the end call the callback function
// simple example that loads a sound and then calls the callback. We used the howler.js WebAudio lib here.
// Load sounds asynchronously using howler.js
plopSound = new Howl({
urls: ['http://mainline.i3s.unice.fr/mooc/plop.mp3'],
autoplay: false,
volume: 1,
onload: function () {
console.log("all sounds loaded");
// We're done!
callback();
}
});
}
var start = function () {
// adds a div for displaying the fps value
fpsContainer = document.createElement('div');
document.body.appendChild(fpsContainer);
// Canvas, context etc.
canvas = document.querySelector("#myCanvas");
// often useful
w = canvas.width;
h = canvas.height;
// important, we will draw with this object
ctx = canvas.getContext('2d');
// default police for text
ctx.font = "20px Arial";
//add the listener to the main, window object, and update the states
window.addEventListener('keydown', function (event) {
if (event.keyCode === 37) {
inputStates.left = true;
} else if (event.keyCode === 38) {
inputStates.up = true;
} else if (event.keyCode === 39) {
inputStates.right = true;
} else if (event.keyCode === 40) {
inputStates.down = true;
} else if (event.keyCode === 32) {
inputStates.space = true;
}
}, false);
//if the key will be released, change the states object
window.addEventListener('keyup', function (event) {
if (event.keyCode === 37) {
inputStates.left = false;
} else if (event.keyCode === 38) {
inputStates.up = false;
} else if (event.keyCode === 39) {
inputStates.right = false;
} else if (event.keyCode === 40) {
inputStates.down = false;
} else if (event.keyCode === 32) {
inputStates.space = false;
}
}, false);
// Mouse event listeners
canvas.addEventListener('mousemove', function (evt) {
inputStates.mousePos = getMousePos(evt);
}, false);
canvas.addEventListener('mousedown', function (evt) {
inputStates.mousedown = true;
inputStates.mouseButton = evt.button;
}, false);
canvas.addEventListener('mouseup', function (evt) {
inputStates.mousedown = false;
}, false);
// We create tge balls: try to change the parameter
createBalls(nbBalls);
createObstacles();
requestAnimationFrame(mainLoop);
};
//our GameFramework returns a public API visible from outside its scope
return {
start: start
};
};
Output
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