<html>
<head>
<meta charset="utf-8">
<title>JS Bin</title>
</head>
<body>
<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;
// for time based animation
var delta, oldTime = 0;
// vars for handling inputs
var inputStates = {};
// The monster !
var monster = {
x:10,
y:10,
speed:100 // pixels/s this time !
};
// Woman object and sprites
// sprite index corresponding to posture
var WOMAN_DIR_RIGHT = 6;
var WOMAN_DIR_LEFT = 2;
var woman = {
x:100,
y:200,
width:48,
speed:100, // pixels/s this time !
direction: WOMAN_DIR_RIGHT
};
var womanSprites = [];
// 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);
// (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();
// draw the monster
drawMyMonster(monster.x, monster.y);
// Check inputs and move the monster
updateMonsterPosition(delta);
// Draw a woman moving left and right
womanSprites[woman.direction].draw(ctx, woman.x, woman.y);
updateWomanPosition(delta);
// call the animation loop every 1/60th of second
requestAnimationFrame(mainLoop);
};
function updateWomanPosition(delta) {
// check collision on left or right
if(((woman.x+woman.width) > canvas.width) || (woman.x < 0)) {
// inverse speed
woman.speed = -woman.speed;
}
// change sprite direction
if(woman.speed >= 0) {
woman.direction = WOMAN_DIR_RIGHT;
} else {
woman.direction = WOMAN_DIR_LEFT;
}
woman.x += calcDistanceToMove(delta, woman.speed);
}
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;
}
// Compute the incX and inY in pixels depending
// on the time elasped since the last redraw
monster.x += calcDistanceToMove(delta, monster.speedX);
monster.y += calcDistanceToMove(delta, 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
};
}
/*---------------------------------------*/
/* SPRITE UTILITY FUNCTIONS */
/*---------------------------------------*/
function SpriteImage(img, x, y, width, height) {
this.img = img; // the whole image that contains all sprites
this.x = x; // x, y position of the sprite image in the whole image
this.y = y;
this.width = width; // width and height of the sprite image
this.height = height;
// xPos and yPos = position where the sprite should be drawn,
// scale = rescaling factor between 0 and 1
this.draw = function(ctx, xPos, yPos, scale) {
ctx.drawImage(this.img,
this.x, this.y, // x, y, width and height of img to extract
this.width, this.height,
xPos, yPos, // x, y, width and height of img to draw
this.width*scale, this.height*scale);
};
}
function Sprite() {
this.spriteArray = [];
this.currentFrame = 0;
this.delayBetweenFrames = 10;
this.extractSprites = function(spritesheet, nbPostures, postureToExtract, nbFramesPerPosture,
spriteWidth, spriteHeight) {
// number of sprites per row in the spritesheet
var nbSpritesPerRow = Math.floor(spritesheet.width / spriteWidth);
// Extract each sprite
var startIndex = (postureToExtract-1) * nbFramesPerPosture;
var endIndex = startIndex + nbFramesPerPosture;
for(var index = startIndex; index < endIndex; index++) {
// Computation of the x and y position that corresponds to the sprite
// index
// x is the rest of index/nbSpritesPerRow * width of a sprite
var x = (index % nbSpritesPerRow) * spriteWidth;
// y is the divisor of index by nbSpritesPerRow * height of a sprite
var y = Math.floor(index / nbSpritesPerRow) * spriteHeight;
// build a spriteImage object
var s = new SpriteImage(spritesheet, x, y, spriteWidth, spriteHeight);
this.spriteArray.push(s);
}
};
this.then = performance.now();
this.totalTimeSinceLastRedraw = 0;
this.drawStopped = function(ctx, x, y) {
var currentSpriteImage = this.spriteArray[this.currentFrame];
currentSpriteImage.draw(ctx, x, y, 1);
};
this.draw = function(ctx, x, y) {
// Use time based animation to draw only a few images per second
var now = performance.now();
var delta = now - this.then;
// draw currentSpriteImage
var currentSpriteImage = this.spriteArray[this.currentFrame];
// x, y, scale. 1 = size unchanged
currentSpriteImage.draw(ctx, x, y, 1);
// if the delay between images is elapsed, go to the next one
if (this.totalTimeSinceLastRedraw > this.delayBetweenFrames) {
// Go to the next sprite image
this.currentFrame++;
this.currentFrame %= this.spriteArray.length;
// reset the total time since last image has been drawn
this.totalTimeSinceLastRedraw = 0;
} else {
// sum the total time since last redraw
this. totalTimeSinceLastRedraw += delta;
}
this.then = now;
};
this.setNbImagesPerSecond = function(nb) {
// elay in ms between images
this.delayBetweenFrames = 1000 / nb;
};
}
/*---------------------------------------*/
/* EN OF SPRITE UTILITY FUNCTIONS */
/*---------------------------------------*/
var loadAssets = function(callback) {
var SPRITESHEET_URL = "http://i.imgur.com/3VesWqx.png";
var SPRITE_WIDTH = 48;
var SPRITE_HEIGHT = 92;
var NB_POSTURES=8;
var NB_FRAMES_PER_POSTURE = 13;
// load the spritesheet
var spritesheet = new Image();
spritesheet.src = SPRITESHEET_URL;
// Called when the spritesheet has been loaded
spritesheet.onload = function() {
// Create woman sprites
for(var i = 0; i < NB_POSTURES; i++) {
var sprite = new Sprite();
sprite.extractSprites(spritesheet, NB_POSTURES, (i+1),
NB_FRAMES_PER_POSTURE,
SPRITE_WIDTH, SPRITE_HEIGHT);
sprite.setNbImagesPerSecond(20);
womanSprites[i] = sprite;
}
// call the callback function passed as a parameter,
// we're done with loading assets and building the sprites
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);
// Load sounds and images, then when this is done, start the mainLoop
loadAssets(function() {
// when enter here only when all assets have been loaded
requestAnimationFrame(mainLoop);
});
};
//our GameFramework returns a public API visible from outside its scope
return {
start: start
};
};
Output
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. |