Reputation: 47
I am trying to add a second player to javascript game but the code isn't working. I need some instruction on how to follow through with this. The second player doesn't need to be fancy, a different color square would suffice. My current player is the green square. Any information would be helpful thank you.
var myObstacle;
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
function startGame() {}
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 700,
height =600,
player = {
x : 1,
y : 7,
width : 25,
height : 25,
speed: 10,
velX: 0,
velY: 0,
jumping: false
},
keys = [],
friction = .9,
gravity = .8;
canvas.width = width;
canvas.height = height;
function update(){
// check keys
if (keys[38] || keys[32]) {
// up arrow or space
if(!player.jumping){
player.jumping = true;
player.velY = -player.speed*.1;
}
}
if (keys[39]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
}
}
if (keys[37]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
}
}
player.velX *= friction;
player.velY += gravity;
player.x += player.velX;
player.y += player.velY;
if (player.x >= width-player.width) {
player.x = width-player.width;
} else if (player.x <= 0) {
player.x = 0;
}
if(player.y >= height-player.height){
player.y = height - player.height;
player.jumping = false;
}
ctx.clearRect(0,0,width,height);
ctx.fillStyle = "green";
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(update);
}
document.body.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
window.addEventListener("load",function(){
update();
});
<html>
<head>
<title>Square Stairs™</title>
</head>
<body bgcolor="#000">
<canvas id="canvas" style="border:3px solid #fff"></canvas>
</body>
</html>
Please help if you can, Thank You.
Upvotes: 0
Views: 72
Reputation: 2375
Okay, I couldn't resist... I added even more OOP. So, now you can add as many players as you'd like. The important distinction is the color and the key mappings. My example (arbitrarily) adds three players:
var players=[];
players.push(new Player('green', {
32: 'jump',
37: 'left',
38: 'jump',
39: 'right'
}))
players.push(new Player('red', {
56: 'jump',
52: 'left',
54: 'right'
}, width-25))
players.push(new Player('blue', {
87: 'jump',
65: 'left',
68: 'right'
}, (width-25)/2))
var myObstacle;
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
function startGame() {}
function Player(color,keymap,x) {
this.x = (typeof x === 'undefined') ? 1 : x;
this.y = 7;
this.width = 25;
this.height = 25;
this.speed = 10;
this.velX = 0;
this.velY = 0;
this.jumping= false;
this.keymap = {}
for (let key in keymap) {
switch (keymap[key]) {
case 'jump':
this.keymap[key] = this.jump
break;
case 'left':
this.keymap[key] = this.moveLeft
break;
case 'right':
this.keymap[key] = this.moveRight
break;
}
}
this.color = color;
} // Player()
Player.prototype.jump=function () {
if (!this.jumping) {
this.jumping = true;
this.velY = -this.speed*1.5;
}
}
Player.prototype.moveRight = function () {
if (this.velX < this.speed) {
this.velX++;
}
}
Player.prototype.moveLeft = function () {
if (this.velX > -this.speed) {
this.velX--;
}
}
// Globals
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 700,
height =600,
keys = [],
friction = .9,
gravity = .8;
canvas.width = width;
canvas.height = height;
// Set up players
var players=[];
players.push(new Player('green', {
32: 'jump',
37: 'left',
38: 'jump',
39: 'right'
}))
players.push(new Player('red', {
56: 'jump',
52: 'left',
54: 'right'
}, width-25))
players.push(new Player('blue', {
87: 'jump',
65: 'left',
68: 'right'
}, (width-25)/2))
function update() {
ctx.clearRect(0,0,width,height);
players.forEach(player => {
// check player-specific keys
for (let i in player.keymap)
{
if (keys[i] && typeof player.keymap[i] === 'function')
player.keymap[i].bind(player)();
}
player.velX *= friction;
player.velY += gravity;
player.x += player.velX;
player.y += player.velY;
if (player.x >= width-player.width) {
player.x = width-player.width;
} else if (player.x <= 0) {
player.x = 0;
}
if (player.y >= height-player.height) {
player.y = height - player.height;
player.jumping = false;
}
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
}) // player.forEach
requestAnimationFrame(update);
}
document.body.addEventListener("keydown", function(e) {
// console.log(e.keyCode);
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
window.addEventListener("load",function(){
update();
});
html>
<head>
<title>Square Stairs™</title>
</head>
<body bgcolor="#000">
<canvas id="canvas" style="border:3px solid #fff"></canvas>
</body>
</html>
Upvotes: 1
Reputation: 2266
Use a little bit of OOP:
var myObstacle;
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
function Player(color){
this.x = 1;
this.y = 7
this.width = 25
this.height= 25
this.speed= 10
this.velX= 0
this.velY= 0
this.jumping= false
this.color = color;
}
function startGame() {}
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 700,
height =600,
player = new Player('green'),
player2 = new Player('red')
keys = [],
friction = .9,
gravity = .8;
canvas.width = width;
canvas.height = height;
function update(){
// check keys
if (keys[38] || keys[32]) {
// up arrow or space
if(!player.jumping){
player.jumping = true;
player.velY = -player.speed*.1;
}
}
if (keys[39]) {
// right arrow
if (player.velX < player.speed) {
player.velX++;
}
}
if (keys[37]) {
// left arrow
if (player.velX > -player.speed) {
player.velX--;
}
}
player.velX *= friction;
player.velY += gravity;
player.x += player.velX;
player.y += player.velY;
if (player.x >= width-player.width) {
player.x = width-player.width;
} else if (player.x <= 0) {
player.x = 0;
}
if(player.y >= height-player.height){
player.y = height - player.height;
player.jumping = false;
}
player2.velY += gravity;
player2.x += player2.velX;
player2.y += player2.velY;
if (player2.x >= width-player2.width) {
player2.x = width-player2.width;
} else if (player2.x <= 0) {
player2.x = 0;
}
if(player2.y >= height-player2.height){
player2.y = height - player2.height;
player2.jumping = false;
}
ctx.clearRect(0,0,width,height);
ctx.fillStyle = player.color;
ctx.fillRect(player.x, player.y, player.width, player.height);
ctx.fillStyle = player2.color;
ctx.fillRect(player2.x, player2.y, player2.width, player2.height);
requestAnimationFrame(update);
}
document.body.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keys[e.keyCode] = false;
});
window.addEventListener("load",function(){
update();
});
<html>
<head>
<title>Square Stairs™</title>
</head>
<body bgcolor="#000">
<canvas id="canvas" style="border:3px solid #fff"></canvas>
</body>
</html>
Upvotes: 1