<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
#myCanvas {
border: 1px solid #9C9898;
}
</style>
<script>
var targetX = 500, targetY = 200, targetRadius = 50;
var playerX=100, playerY=100;
function writeMessage(canvas, message) {
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.font = '18pt Calibri';
context.fillStyle = 'black';
context.fillText(message, 10, 25);
}
function getMousePos(canvas, evt) {
// get canvas position
var obj = canvas;
var top = 0;
var left = 0;
while (obj && obj.tagName != 'BODY') {
top += obj.offsetTop;
left += obj.offsetLeft;
obj = obj.offsetParent;
}
// return relative mouse position
var mouseX = evt.clientX - left + window.pageXOffset;
var mouseY = evt.clientY - top + window.pageYOffset;
return {
x:mouseX,
y:mouseY
};
}
function drawObstacles(canvas, context) {
context.fillRect(100+10*Math.random(),100+10*Math.random(), 200, 200);
}
function drawPlayer(canvas, context, x, y) {
context.fillRect(x,y, 20,20);
}
// Collisions between rectangle
function rectsOverlap(x0, y0, w0, h0, x2, y2, w2, h2) {
if ((x0 > (x2 + w2)) || ((x0 + w0) < x2))
return false;
if ((y0 > (y2 + h2)) || ((y0 + h0) < y2))
return false;
return true;
}
// 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);
}
function drawTarget(canvas, context, x, y, r, fillColor) {
context.save();
context.beginPath();
context.arc(x, y, r, 0, 2*Math.PI, false);
context.fillStyle=fillColor;
context.fill();
context.lineWidth = 5;
context.strokeStyle = "black";
context.stroke();
context.restore();
}
window.onload = function () {
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var started = false, previousMousePos;
var mousePos;
var vitesseX=0; vitesseY = 0;
function checkArrowKeysUp(e){
var arrs= [], key= window.event? event.keyCode: e.keyCode;
arrs[37]= 'left';
arrs[38]= 'up';
arrs[39]= 'right';
arrs[40]= 'down';
if(arrs[key]) console.log(arrs[key]);
if(arrs[key] == 'left') {
vitesseX= 0;
}
if(arrs[key] == 'right') {
vitesseX=0;
}
if(arrs[key] == 'up') {
vitesseY=0;
}
if(arrs[key] == 'down') {
vitesseY=0;
}
}
function checkArrowKeysDown(e){
var arrs= [], key= window.event? event.keyCode: e.keyCode;
arrs[37]= 'left';
arrs[38]= 'up';
arrs[39]= 'right';
arrs[40]= 'down';
if(arrs[key]) console.log(arrs[key]);
if(arrs[key] == 'left') {
vitesseX= -4;
}
if(arrs[key] == 'right') {
vitesseX=4;
}
if(arrs[key] == 'up') {
vitesseY=-4;
}
if(arrs[key] == 'down') {
vitesseY=4;
}
}
document.onkeydown=checkArrowKeysDown;
document.onkeyup=checkArrowKeysUp;
function mainLoop() {
// Main drawing loop
// clear canvas
context.clearRect(0,0, canvas.width, canvas.height);
drawObstacles(canvas, context);
// If mouse on canvas
if(mousePos != undefined) {
drawPlayer(canvas, context, playerX, playerY);
// Move player
playerX += vitesseX; playerY +=vitesseY;
// Collision test with rectangular obstacle
if(rectsOverlap(playerX, playerY, 20, 20, 100, 100, 200,200)) {
// Draw red
context.fillStyle = 'red';
// Change speed
vitesseX = 2;
vitesseY = 2;
} else {
context.fillStyle ='black';
}
// Collision with circular target
if(circRectsOverlap(playerX, playerY, 20, 20,
targetX, targetY, targetRadius)) {
drawTarget(canvas, context, targetX, targetY, targetRadius, 'yellow');
} else {
drawTarget(canvas, context, targetX, targetY, targetRadius, "#8ED6FF");
}
}
// Recall mainloop 60 times/s. This version works only in Google Chrome. If you want it to work with other browsers, you must use the
// shym presented in the course.
requestAnimationFrame(mainLoop);
}
canvas.addEventListener('mousemove', function (evt) {
mousePos = getMousePos(canvas, evt);
playerX = mousePos.x; playerY = mousePos.y;
}, false);
mainLoop();
};
</script>
</head>
<h1>Small "game engine" example</h1>
<p>Run it standalone (click the small arrow on top left of this window), and you will then be able to control the player (small black square) using the arrow keys. You can also move the square with the mouse, for debugging collision detection.</p>
<body onmousedown="return false;">
<canvas id="myCanvas" width="578" height="400">
</canvas>
</body>
</html>
Output
300px
You can jump to the latest bin by adding /latest
to your URL
Keyboard Shortcuts
Shortcut | Action |
---|---|
ctrl + [num] | Toggle nth panel |
ctrl + 0 | Close focused panel |
ctrl + enter | Re-render output. If console visible: run JS in console |
Ctrl + l | Clear the console |
ctrl + / | Toggle comment on selected lines |
ctrl + ] | Indents selected lines |
ctrl + [ | Unindents selected lines |
tab | Code complete & Emmet expand |
ctrl + shift + L | Beautify code in active panel |
ctrl + s | Save & lock current Bin from further changes |
ctrl + shift + s | Open the share options |
ctrl + y | Archive Bin |
Complete list of JS Bin shortcuts |
JS Bin URLs
URL | Action |
---|---|
/ | Show the full rendered output. This content will update in real time as it's updated from the /edit url. |
/edit | Edit the current bin |
/watch | Follow a Code Casting session |
/embed | Create an embeddable version of the bin |
/latest | Load the very latest bin (/latest goes in place of the revision) |
/[username]/last | View the last edited bin for this user |
/[username]/last/edit | Edit the last edited bin for this user |
/[username]/last/watch | Follow the Code Casting session for the latest bin for this user |
/quiet | Remove analytics and edit button from rendered output |
.js | Load only the JavaScript for a bin |
.css | Load only the CSS for a bin |
Except for username prefixed urls, the url may start with http://jsbin.com/abc and the url fragments can be added to the url to view it differently. |