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<!DOCTYPE HTML>
<html>
<!-- <style>
#gameCanvas{
background-image: url(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c775db8f-9102-4611-9c7f-ec3f4a1e2c7d/dcr45hd-e0db89c0-58e9-4a94-9d4b-e2e4fd4c4756.png/v1/fill/w_400,h_400,q_80,strp/chris_hemsworth_as_shrek_by_zackmcawesome_dcr45hd-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD00MDAiLCJwYXRoIjoiXC9mXC9jNzc1ZGI4Zi05MTAyLTQ2MTEtOWM3Zi1lYzNmNGExZTJjN2RcL2RjcjQ1aGQtZTBkYjg5YzAtNThlOS00YTk0LTlkNGItZTJlNGZkNGM0NzU2LnBuZyIsIndpZHRoIjoiPD00MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.jip6NvBLgoZxVc8qecqxJgRNiSdSC1Wx7pU7BzsUAvg);
background-repeat: no-repeat;
}
</style> -->
<body>
<canvas id="gameCanvas" width=1150 height=600>
</canvas>
<img style="display:none" id="use" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/c775db8f-9102-4611-9c7f-ec3f4a1e2c7d/dcr45hd-e0db89c0-58e9-4a94-9d4b-e2e4fd4c4756.png/v1/fill/w_400,h_400,q_80,strp/chris_hemsworth_as_shrek_by_zackmcawesome_dcr45hd-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD00MDAiLCJwYXRoIjoiXC9mXC9jNzc1ZGI4Zi05MTAyLTQ2MTEtOWM3Zi1lYzNmNGExZTJjN2RcL2RjcjQ1aGQtZTBkYjg5YzAtNThlOS00YTk0LTlkNGItZTJlNGZkNGM0NzU2LnBuZyIsIndpZHRoIjoiPD00MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.jip6NvBLgoZxVc8qecqxJgRNiSdSC1Wx7pU7BzsUAvg"/>
<script>
// wrapper for our game "classes", "methods" and "objects"
window.Game = {};
// Set the right viewport size for the camera
// wrapper for "class" Rectangle
(function() {
function Rectangle(left, top, width, height) {
this.left = left || 0;
this.top = top || 0;
this.width = width || 0;
this.height = height || 0;
this.right = this.left + this.width;
this.bottom = this.top + this.height;
}
Rectangle.prototype.set = function(left, top, /*optional*/ width, /*optional*/ height) {
this.left = left;
this.top = top;
this.width = width || this.width;
this.height = height || this.height
this.right = (this.left + this.width);
this.bottom = (this.top + this.height);
}
Rectangle.prototype.within = function(r) {
return (r.left <= this.left &&
r.right >= this.right &&
r.top <= this.top &&
r.bottom >= this.bottom);
}
Rectangle.prototype.overlaps = function(r) {
return (this.left < r.right &&
r.left < this.right &&
this.top < r.bottom &&
r.top < this.bottom);
}
// add "class" Rectangle to our Game object
Game.Rectangle = Rectangle;
})();
// wrapper for "class" Camera (avoid global objects)
(function() {
// possibles axis to move the camera
var AXIS = {
NONE: 1,
HORIZONTAL: 2,
VERTICAL: 3,
BOTH: 4
};
// Camera constructor
function Camera(xView, yView, viewportWidth, viewportHeight, worldWidth, worldHeight) {
// position of camera (left-top coordinate)
this.xView = xView || 0;
this.yView = yView || 0;
// distance from followed object to border before camera starts move
this.xDeadZone = 0; // min distance to horizontal borders
this.yDeadZone = 0; // min distance to vertical borders
// viewport dimensions
this.wView = viewportWidth;
this.hView = viewportHeight;
// allow camera to move in vertical and horizontal axis
this.axis = AXIS.BOTH;
// object that should be followed
this.followed = null;
// rectangle that represents the viewport
this.viewportRect = new Game.Rectangle(this.xView, this.yView, this.wView, this.hView);
// rectangle that represents the world's boundary (room's boundary)
this.worldRect = new Game.Rectangle(0, 0, worldWidth, worldHeight);
}
// gameObject needs to have "x" and "y" properties (as world(or room) position)
Camera.prototype.follow = function(gameObject, xDeadZone, yDeadZone) {
this.followed = gameObject;
this.xDeadZone = xDeadZone;
this.yDeadZone = yDeadZone;
}
Camera.prototype.update = function() {
// keep following the player (or other desired object)
if (this.followed != null) {
if (this.axis == AXIS.HORIZONTAL || this.axis == AXIS.BOTH) {
// moves camera on horizontal axis based on followed object position
if (this.followed.x - this.xView + this.xDeadZone > this.wView)
this.xView = this.followed.x - (this.wView - this.xDeadZone);
else if (this.followed.x - this.xDeadZone < this.xView)
this.xView = this.followed.x - this.xDeadZone;
}
if (this.axis == AXIS.VERTICAL || this.axis == AXIS.BOTH) {
// moves camera on vertical axis based on followed object position
if (this.followed.y - this.yView + this.yDeadZone > this.hView)
this.yView = this.followed.y - (this.hView - this.yDeadZone);
else if (this.followed.y - this.yDeadZone < this.yView)
this.yView = this.followed.y - this.yDeadZone;
}
}
// update viewportRect
this.viewportRect.set(this.xView, this.yView);
// don't let camera leaves the world's boundary
if (!this.viewportRect.within(this.worldRect)) {
if (this.viewportRect.left < this.worldRect.left)
this.xView = this.worldRect.left;
if (this.viewportRect.top < this.worldRect.top)
this.yView = this.worldRect.top;
if (this.viewportRect.right > this.worldRect.right)
this.xView = this.worldRect.right - this.wView;
if (this.viewportRect.bottom > this.worldRect.bottom)
this.yView = this.worldRect.bottom - this.hView;
}
}
// add "class" Camera to our Game object
Game.Camera = Camera;
})();
// wrapper for "class" Player
(function() {
function Player(x, y) {
// (x, y) = center of object
// ATTENTION:
// it represents the player position on the world(room), not the canvas position
this.x = x;
this.y = y;
// move speed in pixels per second
this.speed = 200;
// render properties
this.width = 30;
this.height = 30;
}
Player.prototype.update = function(step, worldWidth, worldHeight) {
// parameter step is the time between frames ( in seconds )
console.log(this.x, this.y);
// check controls and move the player accordingly
if (Game.controls.left)
this.x -= this.speed * step;
if (Game.controls.up)
this.y -= this.speed * step;
if (Game.controls.right)
this.x += this.speed * step;
if (Game.controls.down)
this.y += this.speed * step;
// don't let player leaves the world's boundary
if (this.x - this.width / 2 < 0) {
this.x = this.width / 2;
}
if (this.y - this.height / 2 < 0) {
this.y = this.height / 2;
}
if (this.x + this.width / 2 > worldWidth) {
this.x = worldWidth - this.width / 2;
}
if (this.y + this.height / 2 > worldHeight) {
this.y = worldHeight - this.height / 2;
}
}
Player.prototype.draw = function(context, xView, yView) {
// // draw a simple rectangle shape as our player model
// context.save();
// var img = document.getElementById("use");
// // var pat = ctx.createPattern(img, direction);
// var pat = context.createPattern(img, "no-repeat");
// // context.fillStyle = "#25f56a";
// context.fillStyle = pat;
// context.fill();
// // before draw we need to convert player world's position to canvas position
// context.fillRect((this.x - this.width / 2) - xView, (this.y - this.height / 2) - yView, this.width, this.height);
context.save();
context.restore();
}
// add "class" Player to our Game object
Game.Player = Player;
})();
// wrapper for "class" Map
(function() {
function Map(width, height) {
// map dimensions
this.width = width;
this.height = height;
// map texture
this.image = null;
}
// creates a prodedural generated map (you can use an image instead)
Map.prototype.generate = function() {
var ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = this.width;
ctx.canvas.height = this.height;
var rows = ~~(this.width / 44) + 1;
var columns = ~~(this.height / 44) + 1;
var color = "#c2d7ff";
ctx.save();
ctx.fillStyle = "#c2d7ff";
for (var x = 0, i = 0; i < rows; x += 44, i++) {
ctx.beginPath();
for (var y = 0, j = 0; j < columns; y += 44, j++) {
ctx.rect(x, y, 40, 40);
}
color = (color == "#c2d7ff" ? "#c2d7ff" : "#c2d7ff");
ctx.fillStyle = color;
ctx.fill();
ctx.closePath();
}
ctx.restore();
// store the generate map as this image texture
this.image = new Image();
this.image.src = ctx.canvas.toDataURL("image/png");
// clear context
ctx = null;
}
// draw the map adjusted to camera
Map.prototype.draw = function(context, xView, yView) {
// easiest way: draw the entire map changing only the destination coordinate in canvas
// canvas will cull the image by itself (no performance gaps -> in hardware accelerated environments, at least)
/*context.drawImage(this.image, 0, 0, this.image.width, this.image.height, -xView, -yView, this.image.width, this.image.height);*/
// didactic way ( "s" is for "source" and "d" is for "destination" in the variable names):
var sx, sy, dx, dy;
var sWidth, sHeight, dWidth, dHeight;
// offset point to crop the image
sx = xView;
sy = yView;
// dimensions of cropped image
sWidth = context.canvas.width;
sHeight = context.canvas.height;
// if cropped image is smaller than canvas we need to change the source dimensions
if (this.image.width - sx < sWidth) {
sWidth = this.image.width - sx;
}
if (this.image.height - sy < sHeight) {
sHeight = this.image.height - sy;
}
// location on canvas to draw the croped image
dx = 0;
dy = 0;
// match destination with source to not scale the image
dWidth = sWidth;
dHeight = sHeight;
context.drawImage(this.image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);
}
// add "class" Map to our Game object
Game.Map = Map;
})();
// Game Script
(function() {
// prepaire our game canvas
var canvas = document.getElementById("gameCanvas");
var context = canvas.getContext("2d");
// game settings:
var FPS = 30;
var INTERVAL = 1000 / FPS; // milliseconds
var STEP = INTERVAL / 1000 // seconds
// setup an object that represents the room
var room = {
width: 1500,
height: 1300,
map: new Game.Map(1500, 1300)
};
// generate a large image texture for the room
room.map.generate();
// setup player
var player = new Game.Player(50, 50);
// var player = new Game.Player(10, 10);
// Old camera setup. It not works with maps smaller than canvas. Keeping the code deactivated here as reference.
/* var camera = new Game.Camera(0, 0, canvas.width, canvas.height, room.width, room.height);*/
/* camera.follow(player, canvas.width / 2, canvas.height / 2); */
// Set the right viewport size for the camera
// var vWidth = Math.min(room.width, canvas.width);
// var vHeight = Math.min(room.height, canvas.height);
var vWidth = Math.min(room.width, canvas.width);
var vHeight = Math.min(room.height, canvas.height);
// Setup the camera
var camera = new Game.Camera(0, 0, vWidth, vHeight, room.width, room.height);
camera.follow(player, vWidth / 2, vHeight / 2);
// Game update function
var update = function() {
player.update(STEP, room.width, room.height);
camera.update();
}
// Game draw function
var draw = function() {
// clear the entire canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// redraw all objects
room.map.draw(context, camera.xView, camera.yView);
player.draw(context, camera.xView, camera.yView);
}
// Game Loop
var gameLoop = function() {
update();
draw();
}
// <-- configure play/pause capabilities:
// Using setInterval instead of requestAnimationFrame for better cross browser support,
// but it's easy to change to a requestAnimationFrame polyfill.
var runningId = -1;
Game.play = function() {
if (runningId == -1) {
runningId = setInterval(function() {
gameLoop();
}, INTERVAL);
console.log("play");
}
}
// Game.togglePause = function() {
// if (runningId == -1) {
// Game.play();
// } else {
// clearInterval(runningId);
// runningId = -1;
// console.log("paused");
// }
// }
// -->
})();
// <-- configure Game controls:
Game.controls = {
left: false,
up: false,
right: false,
down: false,
};
window.addEventListener("keydown", function(e) {
switch (e.keyCode) {
case 37: // left arrow
Game.controls.left = true;
break;
case 38: // up arrow
Game.controls.up = true;
break;
case 39: // right arrow
Game.controls.right = true;
break;
case 40: // down arrow
Game.controls.down = true;
break;
}
}, false);
window.addEventListener("keyup", function(e) {
switch (e.keyCode) {
case 37: // left arrow
Game.controls.left = false;
break;
case 38: // up arrow
Game.controls.up = false;
break;
case 39: // right arrow
Game.controls.right = false;
break;
case 40: // down arrow
Game.controls.down = false;
break;
// case 80: // key P pauses the game
// Game.togglePause();
// break;
}
}, false);
// -->
// start the game when page is loaded
window.onload = function() {
Game.play();
}
</script>
</body>
</html>