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index.html
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index.html
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<html>
<canvas id="gameCanvas" width="1200" height="800">
</canvas>
<script src="keydrown.js">
</script>
<script>
var canvas;
var canvasContext;
var fps = 144;
var playerBase = {
x: 0,
y: 0,
w: 23,
h: 23
}
var apple = Object.create(playerBase);
var length = 5;
var movFactor = 0;
var array = [];
window.onload = function () {
console.log("Working :D");
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
playerBase.x = canvas.width / 2 - playerBase.w / 2;
playerBase.y = canvas.height / 2 - playerBase.h / 2;
setUpArray();
newPlayer = Object.create(playerBase);
console.log(array.length);
kd.W.down(function () {
if (movFactor != 2) movFactor = 1; // 1 is up
})
kd.S.down(function () {
if (movFactor != 1) movFactor = 2; // 2 is down
})
kd.A.down(function () {
if (movFactor != 4) movFactor = 3; // 3 is left
})
kd.D.down(function () {
if (movFactor != 3) movFactor = 4; // 4 is right
})
drawNewApple();
setInterval(drawEverything, 1000 / fps);
}
function drawEverything() {
kd.tick();
drawBackground();
drawApple();
drawPlayer();
movePlayer();
checkApple();
}
function drawBackground() {
canvasContext.fillStyle = 'black';
canvasContext.fillRect(0, 0, canvas.width, canvas.height);
}
function drawNewApple(){
apple.x = getRndInteger(0, canvas.width - apple.w);
apple.y = getRndInteger(0, canvas.height- apple.w);
}
function drawApple(){
p = apple;
canvasContext.fillStyle = 'red';
canvasContext.fillRect(p.x, p.y, p.w, p.h);
}
function checkApple(){
if (Math.abs(apple.x - array[0].x) < apple.w && Math.abs(apple.y - array[0].y) < apple.w){
length++;
drawNewApple();
}
}
function drawPlayer() {
//console.log(array.length)
array.slice(0, length * playerBase.w).forEach(p => {
canvasContext.fillStyle = 'green';
canvasContext.fillRect(p.x, p.y, p.w, p.h);
});
array.length = length * playerBase.w + playerBase.w;
}
function movePlayer() {
switch (movFactor) {
case 1:
pushPlayer = Object.create(array[0])
pushPlayer.y = array[0].y - 1;
break;
case 2:
pushPlayer = Object.create(array[0])
pushPlayer.y = array[0].y + 1;
break;
case 3:
pushPlayer = Object.create(array[0])
pushPlayer.x = array[0].x - 1;
break;
case 4:
pushPlayer = Object.create(array[0])
pushPlayer.x = array[0].x + 1;
break;
default:
break;
}
array.unshift(pushPlayer);
}
function setUpArray() {
for (var i = 0; i < length * playerBase.w; i++) {
array.push(playerBase);
}
}
function getRndInteger(min, max) {
return Math.floor(Math.random() * (max - min) ) + min;
}
</script>
</html>