<html>
<head>
<meta charset="utf-8">
<title>JS Bin</title>
</head>
<body>
<p>Move the monster using arrow keys. Move the small circle with the mouse and test collisions (move the circle controlled by the mouse toward the monster)</p>
<canvas id="myCanvas" width="400" height="400"></canvas>
</body>
</html>
canvas {
border: 1px solid black;
}
// 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;
// vars for handling inputs
var inputStates = {};
// The monster !
var monster = {
x:80,
y:80,
width: 100,
height : 100,
speed:1,
boundingCircleRadius: 70
};
var player = {
x:0,
y:0,
boundingCircleRadius: 20
};
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() {
// draw a big monster !
// head
// save the context
ctx.save();
// translate the coordinate system, draw relative to it
ctx.translate(monster.x-monster.width/2, monster.y-monster.height/2);
// (0, 0) is the top left corner of the monster.
ctx.strokeRect(0, 0, monster.width, monster.height);
// 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);
// Draw bounding circle
ctx.beginPath();
ctx.arc(50, 50, monster.boundingCircleRadius, 0, 2*Math.PI);
ctx.stroke();
// restore the context
ctx.restore();
}
var mainLoop = function(time){
//main function, called each frame
measureFPS(time);
// Clear the canvas
clearCanvas();
// draw the monster
drawMyMonster();
// Check inputs and move the monster
updateMonsterPosition();
updatePlayer();
checkCollisions();
// call the animation loop every 1/60th of second
requestAnimationFrame(mainLoop);
};
function updatePlayer() {
// The player is just a circle, drawn at the mouse position
// Just to test circle/circle collision.
if(inputStates.mousePos) {
player.x = inputStates.mousePos.x;
player.y = inputStates.mousePos.y;
// draws a circle
ctx.beginPath();
ctx.arc(player.x, player.y, player.boundingCircleRadius, 0, 2*Math.PI);
ctx.stroke();
}
}
function checkCollisions() {
if(circleCollide(player.x, player.y, player.boundingCircleRadius, monster.x, monster.y, monster.boundingCircleRadius)) {
ctx.fillText("Collision", 150, 20);
ctx.strokeStyle = ctx.fillStyle = 'red';
} else {
ctx.fillText("No collision", 150, 20);
ctx.strokeStyle = ctx.fillStyle = 'black';
}
}
function circleCollide(x1, y1, r1, x2, y2, r2) {
var dx = x1 - x2;
var dy = y1 - y2;
return ((dx * dx + dy * dy) < (r1 + r2)*(r1+r2));
}
function updateMonsterPosition() {
monster.speedX = monster.speedY = 0;
// check inputStates
if (inputStates.left) {
ctx.fillText("left", 150, 20);
monster.speedX = -monster.speed;
}
if (inputStates.up) {
ctx.fillText("up", 150, 40);
monster.speedY = -monster.speed;
}
if (inputStates.right) {
ctx.fillText("right", 150, 60);
monster.speedX = monster.speed;
}
if (inputStates.down) {
ctx.fillText("down", 150, 80);
monster.speedY = monster.speed;
}
if (inputStates.space) {
ctx.fillText("space bar", 140, 100);
}
if (inputStates.mousePos) {
ctx.fillText("x = " + inputStates.mousePos.x + " y = " + inputStates.mousePos.y, 5, 200);
}
if (inputStates.mousedown) {
ctx.fillText("mousedown b" + inputStates.mouseButton, 5, 180);
monster.speed = 5;
} else {
// mouse up
monster.speed = 1;
}
monster.x += monster.speedX;
monster.y += monster.speedY;
}
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
};
}
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);
// start the animation
requestAnimationFrame(mainLoop);
};
//our GameFramework returns a public API visible from outside its scope
return {
start: start
};
};
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. |