Reputation: 13
Hi I looked for hours on this site and on internet in general how to move an object with html5/javascript and I founded a lot of answers but none of that answers was for me useful. I want to explain my problem: I just want to make move one of this two rectangles with the keyboard control but it's too difficult to me without help (I'm just 2 month learning javascript/css/html5). Please do not give a bad vote to that question, I want to help and to be helped on this site.
This is the code:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="400" height="300" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(0,0,30,30);
var canvas1 = document.getElementById("myCanvas1");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(150,150,30,30);
</script>
</body>
</html>
Thanks guys, I want to learn here from Italy but there aren't the right schools/courses and I have to work hard on the internet to do that.
Upvotes: 1
Views: 1767
Reputation: 13
@yRand Thanks!!!!! It works :)
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="400" height="300" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(0,0,30,30);
var canvas1 = document.getElementById("myCanvas1");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(150,150,30,30);
var ctx = canvas.getContext("2d");
function clean() {
canvas.width = canvas.width;
}
var positionDef = { x: 30, y: 30 };
var position = { x: 30, y: 30 };
ctx.fillStyle="#FF0000";
ctx.fillRect(position.x,position.y,20,20);
var move = {
up: function() {
clean();
ctx.fillStyle="#FF0000";
position.y -= 3;
ctx.fillRect(position.x,position.y,20,20);
},
right: function() {
clean();
ctx.fillStyle="#FF0000";
position.x += 3;
ctx.fillRect(position.x,position.y,20,20);
},
down: function() {
clean();
ctx.fillStyle="#FF0000";
position.y += 3;
ctx.fillRect(position.x,position.y,20,20);
},
left: function() {
clean();
ctx.fillStyle="#FF0000";
position.x -= 3;
ctx.fillRect(position.x,position.y,20,20);
},
}
function keyDownEvent(e) {
switch(e.keyCode) {
case 40:
move.down();
break;
case 39:
move.right();
break;
case 38:
move.up();
break;
case 37:
move.left();
break;
}
}
document.addEventListener("keydown", keyDownEvent, false);
</script>
</body>
</html>
The other rectangles when i press the keys desappear... how to fix them?
Upvotes: 0
Reputation: 16
@Simone P: Inside your script, try this:
var ctx = canvas.getContext("2d");
function clean() {
canvas.width = canvas.width;
}
var positionDef = { x: 30, y: 30 };
var position = { x: 30, y: 30 };
ctx.fillStyle="#FF0000";
ctx.fillRect(position.x,position.y,20,20);
var move = {
up: function() {
clean();
ctx.fillStyle="#FF0000";
position.y -= 3;
ctx.fillRect(position.x,position.y,20,20);
},
right: function() {
clean();
ctx.fillStyle="#FF0000";
position.x += 3;
ctx.fillRect(position.x,position.y,20,20);
},
down: function() {
clean();
ctx.fillStyle="#FF0000";
position.y += 3;
ctx.fillRect(position.x,position.y,20,20);
},
left: function() {
clean();
ctx.fillStyle="#FF0000";
position.x -= 3;
ctx.fillRect(position.x,position.y,20,20);
},
}
function keyDownEvent(e) {
switch(e.keyCode) {
case 40:
move.down();
break;
case 39:
move.right();
break;
case 38:
move.up();
break;
case 37:
move.left();
break;
}
}
document.addEventListener("keydown", keyDownEvent, false);
Upvotes: 0
Reputation: 13
To yRand
Where I should add the draw function? Can you please insert that by yourself into the code? :o
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="400" height="300"
style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(0,0,30,30);
var canvas = document.getElementById("myCanvas");
var ctx1 = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(150,150,30,30);
}
document.addEventListener('keydown', function(event) {
if(event.keyCode == 37) {
ctx1.x -= 1;
}
//top
else if(event.keyCode == 38) {
ctx1.y -= 1;
}
//right
else if(event.keyCode == 39) {
ctx1.x += 1;
}
//bottom
else if(event.keyCode == 40) {
ctx1.y += 1;
}
}
</script>
</body>
</html>
Upvotes: 0
Reputation: 16
I Think you forget to draw the canvas. Ctx.x and so on just set the position but not draw. So maybe you have to call dr w() function
Upvotes: 0
Reputation: 13
I tried with that code but I think I'm using that bad:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="400" height="300"
style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(0,0,30,30);
var canvas = document.getElementById("myCanvas");
var ctx1 = canvas.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(150,150,30,30);
}
document.addEventListener('keydown', function(event) {
if(event.keyCode == 37) {
ctx1.x -= 1;
}
//top
else if(event.keyCode == 38) {
ctx1.y -= 1;
}
//right
else if(event.keyCode == 39) {
ctx1.x += 1;
}
//bottom
else if(event.keyCode == 40) {
ctx1.y += 1;
}
}
</script>
</body>
</html>
Upvotes: 0
Reputation: 5836
You need to listen to the keyboard events, and capture the keycodes of the keys with which you want to move the rectangle. You can then increment/decrement the absolute position of your rectangle object to move it.
document.addEventListener('keydown', function(event) {
if(event.keyCode == 37) {
object.x -= 1;
}
//top
else if(event.keyCode == 38) {
object.y -= 1;
}
//right
else if(event.keyCode == 39) {
object.x += 1;
}
//bottom
else if(event.keyCode == 40) {
object.y += 1;
}
}
Here is a working example
Upvotes: 3