Reputation: 63
I'm trying to make a little game with JavaScript (no engine) and I want to get rid of frame-based animation.
I successfully added delta time for horizontal movements (work fine with 60 or 144fps).
But I can't make it work with the jump, height (or the strength) isn't always the same, and I don't know why.
I already tried (And still had the exact same problem):
update()
: x += Math.round(dx * dt)
Date.now()
to performance.now()
DeltaY
I made a simplified example with 2 jump type, height locked jump and a normal jump (IDK what to call it). Both have the same problem.
const canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
canvas2 = document.getElementById('canvas2'),
ctx2 = canvas2.getContext('2d');
// CLASS PLAYER ------------------------
class Actor {
constructor(color, ctx, j) {
this.c = ctx
this.w = 20
this.h = 40
this.x = canvas.width /2 - this.w/2
this.y = canvas.height/2 - this.h/2
this.color = color
// Delta
this.dy = 0
// Movement
this.gravity = 25/1000
this.maxSpeed = 600/1000
// Jump Height lock
this.jumpType = (j) ? 'capedJump' : 'normalJump'
this.jumpHeight = -50
// Booleans
this.isOnFloor = false
}
// Normal jump
normalJump(max) {
if(!this.isOnFloor) return
this.dy = -max
this.isOnFloor = false
}
// Jump lock (locked max height)
capedJump(max) {
const jh = this.jumpHeight;
if(jh >= 0) return
this.dy += -max/15
if(jh - this.dy >= 0) {
this.dy = (jh - this.dy) + jh
this.jumpHeight = 0
} else {
this.jumpHeight += -this.dy
}
}
update(dt) {
const max = this.maxSpeed*dt,
gravity = this.gravity*dt;
// JUMP
this[this.jumpType](max)
// GRAVITY
this.dy += gravity
// TOP AND DOWN COLLISION (CANVAS BORDERS)
const y = this.y + this.dy,
h = y + this.h;
if (y <= 0) this.y = this.dy = 0
else if (h >= canvas.height) {
this.y = canvas.height - this.h
this.dy = 0
this.isOnFloor = true
this.jumpHeight = -50
}
// Update Y
this.y += Math.round(this.dy)
}
draw() {
const ctx = this.c
ctx.fillStyle = this.color
ctx.fillRect(this.x, this.y, this.w, this.h)
}
}
const Player = new Actor('brown', ctx, false)
const Player2 = new Actor('blue', ctx2, true)
// ANIMATE -----------------------------
let lastRender = 0
let currRender = Date.now()
function animate() {
// Set Delta Time
lastRender = currRender
currRender = Date.now()
let dt = currRender - lastRender
// CANVAS #1 (LEFT)
ctx.clearRect(0, 0, canvas.width, canvas.height)
background(ctx)
Player.update(dt)
Player.draw()
// CANVAS #2 (RIGHT)
ctx2.clearRect(0, 0, canvas2.width, canvas2.height)
background(ctx2)
Player2.update(dt)
Player2.draw()
window.requestAnimationFrame(animate)
}
animate()
// EVENT LISTENERS -----------------------
window.addEventListener('keydown', (e) => {
e.preventDefault()
if (Player.keys.hasOwnProperty(e.code)) Player.keys[e.code] = true
})
window.addEventListener('keyup', (e) => {
e.preventDefault()
if (Player.keys.hasOwnProperty(e.code)) Player.keys[e.code] = false
})
// Just a function to draw Background nothing to see here
function background(c) {
const lineNumber = Math.floor(canvas.height/10)
c.fillStyle = 'gray'
for(let i = 0; i < lineNumber; i++) {
c.fillRect(0, lineNumber*i, canvas.width, 1)
}
}
div {
display: inline-block;
font-family: Arial;
}
canvas {
border: 1px solid black;
}
span {
display: block;
color: gray;
text-align: center;
}
<div>
<canvas width="100" height="160" id="canvas"></canvas>
<span>Normal</span>
</div>
<div>
<canvas width="100" height="160" id="canvas2"></canvas>
<span>Locked</span>
</div>
Upvotes: 6
Views: 1029
Reputation: 15035
Here's how I would refactor the code:
Don't use dy
for both speed and position (which you seem to be doing). Rename it vy
and use it purely as the vertical velocity.
Move isOnFloor
to a function so that we can always check for collisions with the floor.
Decouple the jump functions from actual movement updates. Just make them set the vertical velocity if the player is on the floor.
Perform top / bottom collision checking separately depending on the direction of movement.
Don't round DeltaY
- it'll mess up small movements.
With these changes in place, the movement behavior is correct and stable:
const canvas1 = document.getElementById('canvas1'),
ctx1 = canvas1.getContext('2d'),
canvas2 = document.getElementById('canvas2'),
ctx2 = canvas2.getContext('2d');
// Global physics variables
const GRAVITY = 0.0015;
const MAXSPEED = 0.6;
const MAXHEIGHT = 95;
// CLASS PLAYER ------------------------
class Actor {
constructor(C, W, H, J) {
// World size
this.worldW = W;
this.worldH = H;
// Size & color
this.w = 20;
this.h = 40;
this.color = C;
// Speed
this.vy = 0;
// Position
this.x = W/2 - this.w/2;
this.y = H/2 - this.h/2;
// Jump Height lock
this.jumpCapped = J;
this.jumpHeight = 0;
}
// move isOnFloor() to a function
isOnFloor() {
return this.y >= this.worldH - this.h;
}
// Normal jump
normalJump() {
if(!this.isOnFloor()) return;
this.vy = -MAXSPEED;
}
// Jump lock (locked max height)
cappedJump(max) {
if(!this.isOnFloor()) return;
this.vy = -MAXSPEED;
this.jumpHeight = max;
}
update(dt) {
// JUMP
if (this.jumpCapped)
this.cappedJump(MAXHEIGHT);
else
this.normalJump();
// GRAVITY
this.vy += GRAVITY * dt;
this.y += this.vy * dt;
// Bottom collision
if (this.vy > 0) {
if (this.isOnFloor()) {
this.y = this.worldH - this.h;
this.vy = 0;
}
}
else
// Top collision
if (this.vy < 0) {
const maxh = (this.jumpCapped) ? (this.worldH - this.jumpHeight) : 0;
if (this.y < maxh) {
this.y = maxh;
this.vy = 0;
}
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}
const Player1 = new Actor('brown', canvas1.width, canvas1.height, false);
const Player2 = new Actor('blue', canvas2.width, canvas2.height, true);
// ANIMATE -----------------------------
let lastUpdate = 0;
let randomDT = 0;
function animate() {
// Compute delta time
let currUpdate = Date.now();
let dt = currUpdate - lastUpdate;
// Randomize the update time interval
// to test the physics' stability
if (dt > randomDT) {
randomDT = 35 * Math.random() + 5;
Player1.update(dt);
Player2.update(dt);
lastUpdate = currUpdate;
}
// CANVAS #1 (LEFT)
ctx1.clearRect(0, 0, canvas1.width, canvas1.height);
background(ctx1);
Player1.draw(ctx1);
// CANVAS #2 (RIGHT)
ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
background(ctx2);
Player2.draw(ctx2);
window.requestAnimationFrame(animate);
}
animate();
// EVENT LISTENERS -----------------------
window.addEventListener('keydown',
(e) => {
e.preventDefault();
if (Player.keys.hasOwnProperty(e.code))
Player.keys[e.code] = true;
}
)
window.addEventListener('keyup',
(e) => {
e.preventDefault()
if (Player.keys.hasOwnProperty(e.code))
Player.keys[e.code] = false;
}
)
// Just a function to draw Background nothing to see here
function background(c) {
const lineNumber = Math.floor(canvas1.height/10)
c.fillStyle = 'gray'
for(let i = 0; i < lineNumber; i++) {
c.fillRect(0, lineNumber*i, canvas1.width, 1)
}
}
div {
display: inline-block;
font-family: Arial;
}
canvas {
border: 1px solid black;
}
span {
display: block;
color: gray;
text-align: center;
}
<div>
<canvas width="100" height="160" id="canvas1"></canvas>
<span>Normal</span>
</div>
<div>
<canvas width="100" height="160" id="canvas2"></canvas>
<span>Locked</span>
</div>
Upvotes: 2