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character jumping
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window.onload = init; | |
function init(){ | |
var ImageLoader = function(args, callback){ | |
// Usage: new ImageLoader({ | |
// 'img1':'/url/to/img1', | |
// 'img2':'/url/to/img2',}, cb); | |
// Returns: {'img1': [Image], 'img2': [Image]} | |
var self = this; | |
self.loaded = 0; | |
this.images = {}; | |
for(var entry in args){ | |
var _img = new Image(); | |
this.images[entry] = _img; | |
_img.onload = function() { | |
self.loaded +=1; | |
if(self.loaded === Object.keys(args).length) | |
callback(self.images); | |
} | |
_img.src = args[entry]; | |
} | |
}; | |
var rectangular_intersection = function(r1, r2){ | |
var t1 = [r1[0], r1[0] + r1[2], r1[1], r1[1] + r1[3]]; | |
var t2 = [r2[0], r2[0] + r2[2], r2[1], r2[1] + r2[3]]; | |
return !(t2[0] > t1[1] || | |
t2[1] < t1[0] || | |
t2[2] > t1[3] || | |
t2[3] < t1[2]); | |
}; | |
var canvas = document.createElement('canvas'); | |
document.body.appendChild(canvas); | |
canvas.width = 400; | |
canvas.height = 300; | |
var ctx = canvas.getContext('2d'); | |
document.addEventListener('keydown', function(evt){ | |
pressed[evt.keyCode] = true; | |
}, true); | |
document.addEventListener('keyup', function(evt){ | |
pressed[evt.keyCode] = false; | |
}, true); | |
var Character = function(x, y, sheet, partitions){ | |
var self = this; | |
this.x = x; | |
this.y = y; | |
this.sheet = sheet; | |
this.partitions = partitions; | |
this.at = 0; | |
this.elapsed = 0; | |
this.facing = 1; | |
this.start_index = [6, 0, 0]; | |
this.facing_index = [9, 0, 2]; | |
this.current = []; | |
this.render = function(dt, direction){ | |
self.elapsed += dt; | |
if(direction == 0){ | |
self.at = self.facing_index[self.facing+1]; | |
}else { | |
self.facing = direction; | |
if(self.elapsed > 200){ | |
self.at = this.start_index[direction+1] + ++self.at % 6; | |
self.elapsed = 0; | |
} | |
} | |
var offset_x = this.partitions[this.at][0]; | |
ctx.drawImage( | |
this.sheet, | |
offset_x, 0, | |
this.partitions[this.at][2], this.partitions[this.at][3], | |
this.x, this.y, | |
this.partitions[this.at][2], this.partitions[this.at][3] | |
); | |
this.current = this.partitions[this.at]; | |
}; | |
} | |
var update = function(){ | |
for(var i=0; i<platforms.length; i++){ | |
var platform = platforms[i]; | |
var r1 = [platform[0], platform[1], platform[2], brick.height]; | |
var r2 = [ | |
mario.x, | |
mario.y + mario.current[3] -2, | |
mario.current[2], | |
4 | |
]; | |
var _intersect = rectangular_intersection(r1,r2); | |
if(_intersect && vy > 0){ | |
mario.y = platform[1] - mario.current[3]; | |
vy = 0; | |
ground = true; | |
current_platform = platform; | |
} | |
} | |
if(current_platform | |
&& (current_platform[0] > mario.x + mario.current[2] | |
|| current_platform[0] + current_platform[2] < mario.x)){ | |
ground = false; | |
current_platform = null; | |
} | |
if(!ground){ | |
vy += g; | |
mario.y += vy; | |
} | |
}; | |
var draw = function(dt){ | |
ctx.fillStyle = '#89cbff'; | |
ctx.fillRect(0,0,canvas.width, canvas.height); | |
ctx.fillStyle = '#95532d'; | |
ctx.fillRect(0,canvas.height-30,canvas.width, 30); | |
ctx.drawImage(cloud, 50,50); | |
ctx.drawImage(cloud, 250,100); | |
if(ground){ | |
ctx.fillStyle = '#000000'; | |
ctx.fillText('On ground', 20, canvas.height-10); | |
} | |
ctx.fillStyle = '#000000'; | |
for(var i=0;i<platforms.length;i++){ | |
var platform = platforms[i]; | |
for(var j=0;j<platform[2]/brick.width;j++){ | |
var img = null; | |
if(platform[3] === 0) img = floor; | |
else img = brick; | |
ctx.drawImage(img, platform[0] + j*brick.width, platform[1]); | |
} | |
} | |
//ctx.fillStyle = '#FF0000'; | |
//ctx.fillRect(x, y, 20,40); | |
var direction = 0; | |
if(pressed[39]) direction = 1; | |
if(pressed[37]) direction = -1; | |
mario.render(dt, direction); | |
ctx.fillStyle = '#FF0000'; | |
ctx.fillText(mario.x + ',' + ~~mario.y, 100, canvas.height-10); | |
} | |
var handle = function(){ | |
if(pressed[32]){ | |
if(ground){ | |
vy = -10; | |
ground = false; | |
} | |
}else { | |
if(vy < -3) vy = -3; | |
} | |
if(pressed[39]) mario.x += vx; | |
if(pressed[37]) mario.x -= vx; | |
} | |
var start = new Date(); | |
var last = new Date(); | |
var pressed = {}; | |
var ground = true; | |
var jumping = false; | |
var current_platform = null; | |
var vx = 2; | |
var vy = 0; | |
var g = 0.4; | |
var brick = null; | |
var floor = null; | |
var cloud = null; | |
var mario = null; | |
var platforms = []; | |
var loop = function() { | |
var now = new Date(); | |
var dt = now - last; | |
last = now; | |
update(); | |
draw(dt); | |
handle(); | |
}; | |
var loader = new ImageLoader({ | |
'brick': "http://aboumrad.info/images/jump/brick.png", | |
'ground': "http://aboumrad.info/images/jump/ground.png", | |
'cloud':"http://aboumrad.info/images/jump/cloud.png", | |
'mario':"http://aboumrad.info/images/jump/mario.png" | |
}, function(images){ | |
brick = images['brick']; | |
floor = images['ground']; | |
cloud = images['cloud']; | |
var x = 100; | |
var y = canvas.height - 50 - images['mario'].height; | |
var partitions = []; | |
for(var i=0;i<12;i++) | |
partitions.push([i*27,0,27,36]); | |
mario = new Character(x, y, images['mario'], partitions); | |
for(var i=0; i<5; i++){ | |
var _x = Math.random()*canvas.width; | |
var _y = Math.random()*(canvas.height - 100); | |
var length = 1 + 4*Math.random(); | |
platforms.push([_x, _y, (~~length)*brick.width, 1]); | |
} | |
platforms.push([-1200, 250, 100*24, 0]); | |
setInterval(loop, 1000/60); | |
}); | |
} |
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