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Running
Running
// Create the canvas | |
var canvas = document.createElement("canvas"); | |
var ctx = canvas.getContext("2d"); | |
canvas.width = 512; | |
canvas.height = 480; | |
document.body.appendChild(canvas); | |
// Background image | |
var bgReady = false; | |
var bgImage = new Image(); | |
bgImage.onload = function () { | |
bgReady = true; | |
}; | |
bgImage.src = "images/background.png"; | |
// Hero image | |
var heroReady = false; | |
var heroImage = new Image(); | |
heroImage.onload = function () { | |
heroReady = true; | |
}; | |
heroImage.src = "images/hero.png"; | |
// Monster image | |
var monsterReady = false; | |
var monsterImage = new Image(); | |
monsterImage.onload = function () { | |
monsterReady = true; | |
}; | |
monsterImage.src = "images/monster.png"; | |
// Game objects | |
var hero = { | |
speed: 256 // movement in pixels per second | |
}; | |
var monster = {}; | |
var monstersCaught = 0; | |
// Handle keyboard controls | |
var keysDown = {}; | |
addEventListener("keydown", function (e) { | |
keysDown[e.keyCode] = true; | |
}, false); | |
addEventListener("keyup", function (e) { | |
delete keysDown[e.keyCode]; | |
}, false); | |
// Reset the game when the player catches a monster | |
var reset = function () { | |
hero.x = canvas.width / 2; | |
hero.y = canvas.height / 2; | |
// Throw the monster somewhere on the screen randomly | |
monster.x = 32 + (Math.random() * (canvas.width - 64)); | |
monster.y = 32 + (Math.random() * (canvas.height - 64)); | |
}; | |
// Update game objects | |
var update = function (modifier) { | |
if (38 in keysDown) { // Player holding up | |
hero.y -= hero.speed * modifier; | |
} | |
if (40 in keysDown) { // Player holding down | |
hero.y += hero.speed * modifier; | |
} | |
if (37 in keysDown) { // Player holding left | |
hero.x -= hero.speed * modifier; | |
} | |
if (39 in keysDown) { // Player holding right | |
hero.x += hero.speed * modifier; | |
} | |
// Are they touching? | |
if ( | |
hero.x <= (monster.x + 32) | |
&& monster.x <= (hero.x + 32) | |
&& hero.y <= (monster.y + 32) | |
&& monster.y <= (hero.y + 32) | |
) { | |
++monstersCaught; | |
reset(); | |
} | |
}; | |
// Draw everything | |
var render = function () { | |
if (bgReady) { | |
ctx.drawImage(bgImage, 0, 0); | |
} | |
if (heroReady) { | |
ctx.drawImage(heroImage, hero.x, hero.y); | |
} | |
if (monsterReady) { | |
ctx.drawImage(monsterImage, monster.x, monster.y); | |
} | |
// Score | |
ctx.fillStyle = "rgb(250, 250, 250)"; | |
ctx.font = "24px Helvetica"; | |
ctx.textAlign = "left"; | |
ctx.textBaseline = "top"; | |
ctx.fillText("Goblins caught: " + monstersCaught, 32, 32); | |
}; | |
// The main game loop | |
var main = function () { | |
var now = Date.now(); | |
var delta = now - then; | |
update(delta / 1000); | |
render(); | |
then = now; | |
// Request to do this again ASAP | |
requestAnimationFrame(main); | |
}; | |
// Cross-browser support for requestAnimationFrame | |
var w = window; | |
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame; | |
// Let's play this game! | |
var then = Date.now(); | |
reset(); | |
main(); |