Canvas game tutorial part one




















Its actually quite easy. Lets throw our rendering code into a function, well call it update since we will also place our update logic here as well. Generally your rendering portion, and code that controls entities updating would be seperate so you could add things such as delta timing to control the rendering. However lets keep it simple! We also need a way to get our game loop kick started, so add a load event listener for the window to the end of your js file.

Now run the code!!!! Alright lets add something to make it a bit more appealing. So now we have our game loop, and our player object, all we need now is a way to get the player moving! We will do this by tracking key presses by the user, and moving our player accordingly.

First we need to add a few more properties to our player object, update your player object to the following. As you can see we have added velocity variables for horizontal and vertical movement, and a speed variable. The velocities will be added to our current position, and the speed will control how fast we are able to go.

Its time to add the keyboard events. So for the sake of this tutorial we will just bind them to the body. This is where the keys variable comes into play. Basically what this does is every time you touch, or hold a key down the element in the array at the same position as the keycode will be set to either true or false. Using this method it allows us to track multiple keys at one time rather than trying to handle key presses individually.

Alright onto adding the actual interaction! Add the following code to the top of the update function. The above code checks which keys are set to true, and if they are increases or decreases the players velocity. Now if you go ahead and run your code, the player will actually move! But wait!!

The next bit of code takes care of that, add it right after the player movement. The above code will make your player stop and not go outside of the canvas. Now go ahead and run your code, your player should now run back and forth. Pretty badass amiright?!

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The content of information is very informative. Hi Thanks for sharing nice informative. Great Article. Thanks for sharing info. Never mind. The game ends when the angel falls down to the bottom of the screen. Try it: [ Stairs to heaven ]. I create that game in about 8hours and later, after playing more and more, I discover few bugs so in this tutorial I want to fix it all.

Let's do it! Part 1. It was cheaper to draw some generic-like stuff using canvas drawing functions. First of all we need little HTML, nothing special, just one canvas element with some unique id, little bit of CSS and include of not existing yet game. Ok, so let's create some Javascript. It's necessarily to clear it, whole or in the parts, on each frame.

To achieve this, let's create clear function. Maybe not regular clouds, but simple, semitransparent circles imitating clouds. First we will draw some in random places of the canvas, each with different size and transparency. We will keep all the informations about circles in 2d array there are no two-dimensional arrays in JS, best way to solve this is just put one Array into another. Why are the clouds standing still? I use two setTimeouts except one setInterval, but I'm not pretty sure why:.

I know that there was some performance issues in IE back in the days or something. Also don't forget to add gLoop variable to that declared at the beginning. I hope it is clear now. Autor: MichalBe o PM. Email This BlogThis! Etykiety: canvas , game , game development , game mechanics , javascript , SGWH5 , tutorial. Brian September 17, at AM. Unknown September 25, at PM. Poultry in Motion October 1, at PM. Friendlyjs October 9, at AM. Ped7g November 16, at AM.

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Unknown October 6, at PM. Anonymous November 10, at PM. Unknown December 13, at PM. Unknown December 24, at AM. Unknown December 27, at PM. Unknown December 29, at AM. Anonymous December 30, at AM. Unknown January 1, at AM. Unknown January 2, at AM. Anonymous January 2, at AM. Unknown January 14, at AM. Unknown January 17, at PM. Very Good article David, congratulations. Too bad there are many annoying people commenting here. Very well done. My favorite part is that you can make the player moon walk by pressing 'd' then the left arrow key, or the right arrow key then 'a'.

This is a great article. After porting my iPhone game to Android I was afraid I was going to have to have to apply a scale to every element being rendered. Good work! I have the problem of my " lag animation game". I have a drag and drop game using about 10 bitmap animation and large of bitmap size file. Can you see my code for a moment? To see what the core of my "lag game" Here's the link. Your email address will not be published.

Skip to content. About Twitter facebook linkedin soundcloud RSS. This scaling operation is simply done by this code: window.

Here the the CSS used in my case:. In the meantime, this solution currently only works with IE10 and here is the kind of output generated: In IE10, like on your TV screen, you will have vertical or horizontal black bars.

Hmm, in which browsers does your Code run fine. A workin layout System has this build in. What a shame with your your HTML guys. Nice Article… It will really help me for my project. Nice Article!!

I'm so looking forward to your solution. Many thanks.



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