<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 !
};
// array of balls to animate
var ballArray = [];
// We want the rectangle 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);
// update and draw balls
updateBalls(delta);
// call the animation loop every 1/60th of second
requestAnimationFrame(mainLoop);
};
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 last redraw
monster.x += calcDistanceToMove(delta, monster.speedX);
monster.y += calcDistanceToMove(delta, monster.speedY);
}
function updateBalls(delta) {
// for each ball in the array
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);
// 3) draw the ball
ball.draw();
}
}
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) {
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(),
(400*Math.random()),
30);
// On la rajoute au tableau
ballArray[i] = ball;
}
}
// 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.draw = function() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2*Math.PI);
ctx.fill();
};
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);
};
}
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(10);
// 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. |