<html lang="en">
<head>
<meta charset="utf-8">
<title>Trembling monster in the Game Framework</title>
</head>
<body>
<canvas id="myCanvas" width="200" height="200"></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;
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();
}
var mainLoop = function(time){
//main function, called each frame
measureFPS(time);
// Clear the canvas
clearCanvas();
// draw the monster
drawMyMonster(10+Math.random()*10, 10+Math.random()*10);
// call the animation loop every 1/60th of second
requestAnimationFrame(mainLoop);
};
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');
// start the animation
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 |
---|---|
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ctrl + 0 | Close focused panel |
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tab | Code complete & Emmet expand |
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ctrl + shift + s | Open the share options |
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Complete list of JS Bin shortcuts |
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---|---|
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