<html>
<head>
<meta charset="utf-8">
<title>JS Bin</title>
</head>
<body>
<h3>Plug in a gamepad and press a button to make it detected.</h3><p> Then use the left joystick to move the monster!</p>
<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;
var gamepad;
// 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:10,
y:10,
speed:1
};
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();
// gamepad
updateGamePadStatus();
// draw the monster
drawMyMonster(monster.x, monster.y);
// Check inputs and move the monster
updateMonsterPosition();
// call the animation loop every 1/60th of second
requestAnimationFrame(mainLoop);
};
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, 150);
}
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
};
}
//----------------------------------
// gamepad utility code
//----------------------------------
function updateGamePadStatus() {
// get new snapshot of the gamepad properties
scangamepads();
// Check gamepad button states
checkButtons(gamepad);
// Check joysticks
checkAxes(gamepad);
}
window.addEventListener("gamepadconnected", function(e) {
// now as a global var
gamepad = e.gamepad;
var index = gamepad.index;
var id = gamepad.id;
var nbButtons = gamepad.buttons.length;
var nbAxes = gamepad.axes.length;
console.log("Gamepad No " + index +
", with id " + id + " is connected. It has " +
nbButtons + " buttons and " +
nbAxes + " axes");
});
window.addEventListener("gamepaddisconnected", function(e) {
var gamepad = e.gamepad;
var index = gamepad.index;
console.log("Gamepad No " + index + " has been disconnected");
});
// detect axis (joystick states)
function checkAxes(gamepad) {
if(gamepad === undefined) return;
if(!gamepad.connected) return;
// Set inputStates.left, right, up, down
inputStates.left = inputStates.right = inputStates.up = inputStates.down = false;
// all values between [-1 and 1]
// Horizontal detection
if(gamepad.axes[0] > 0.5) {
inputStates.right=true;
inputStates.left=false;
} else if(gamepad.axes[0] < -0.5) {
inputStates.left=true;
inputStates.right=false;
}
// vertical detection
if(gamepad.axes[1] > 0.5) {
inputStates.down=true;
inputStates.up=false;
} else if(gamepad.axes[1] < -0.5) {
inputStates.up=true;
inputStates.down=false;
}
// compute the angle. gamepad.axes[1] is the
// sin of the angle (values between [-1, 1]),
// gamepad.axes[0] is the cos of the angle
// we display the value in degree as in a regular
// trigonometric circle, with the x axis to the right
// and the y axis that goes up
// The angle = arcTan(sin/cos); We inverse the sign of
// the sin in order to have the angle in standard
// x and y axis (y going up)
inputStates.angle = Math.atan2(-gamepad.axes[1], gamepad.axes[0]);
}
// Detect button states
function checkButtons(gamepad) {
// in this function we should add properties to the
// inputStates object in order to use gamepad buttons
if(gamepad === undefined) return;
if(!gamepad.connected) return;
for (var i = 0; i < gamepad.buttons.length; i++) {
var b = gamepad.buttons[i];
if(b.pressed) {
// do something
console.log("button pressed");
if(b.value !== undefined)
// do something
console.log("analog button pressed");
}
}
}
function scangamepads() {
var gamepads = navigator.getGamepads();
for (var i = 0; i < gamepads.length; i++) {
if(gamepads[i])
gamepad = gamepads[i];
}
}
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
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