Reputation: 1747
How do I emulate Gravity with canvas Objects having only a few variables to work with.
I created the base canvas, game, time, score, everything, even gameStates, but I'm stuck on the part where you "add the velocity and the gravity factor into the Player Y variables".
I tried multiplying the gravity factor by a specified value, and then adding it to the yVel and then adding that to the actual Y value, but I cant translate the positioning correctly.
I think if I figured out how to "create gravity" creating jumping, moving right, and moving left wouldnt be too difficult.
Heres the main code im using to look for the platforms:
map.plates represents an array full of arrays which each contain 4 values for a plate (platform plate) e is the map.plates.Arrays. playY is basically the player's exactly Y Height,, all rendered into fillRect();
function detectGravity() {
map.plates.forEach(e => {
if (playY > e[1] && playX <= e[0] && playX >= e[0] + e[2]) {
} else {
playY += 0; // Gravity Calculations here
}
});
}
I dont really know if I should include anything else here, but if you want the whole project, see the snippet below.
If theres anything wrong with the question, please tell me, I havent been on here in nearly half a year.
Full code incase codepen dies (suggested in comments):
"esversion: 6";
const can = document.querySelector(".block"),
ctx = can.getContext("2d"),
mScore = 100,
map = {
plates: [
[25, 25, 25, 2],
[75, 25, 25, 2],
[125, 25, 25, 2],
[175, 25, 25, 2],
[225, 25, 25, 2],
[25, 75, 25, 2],
[75, 62, 25, 2],
[125, 50, 25, 2],
[175, 38, 25, 2],
[25, 87, 25, 2],
[75, 100, 25, 2]
],
moneys: [
[25, 25],
[125, 25],
[225, 25],
[75, 62],
[75, 100]
],
player: [25, 25, 2, 2],
badSpt: []
};
let score = 0,
time = 60,
gameOn = 0;
let playX,
playY,
velX,
velY,
grav = 1.05;
can.addEventListener("click", startGame);
function startGame() {
if (gameOn != 1) {
gameOn = 1;
init();
gameTime = setInterval(() => {
if (time != 0) {
time -= 1;
}
}, 1000);
}
}
function init() {
can.width = 300;
can.height = 300;
drawEnviron();
drawLevel();
drawPlayer();
drawGame();
drawPixels();
if (time == 0) {
clearInterval(gameTime);
time = 60;
gameOn = 2;
}
window.requestAnimationFrame(init);
}
function drawEnviron() {
with (ctx) {
fillStyle = "#000000";
fillRect(0, 0, can.width, can.height);
fillStyle = "rgba(255, 255, 255, 0.5)";
fillRect(0, 0, can.width, can.height);
fillStyle = "#000000";
fillRect(0, 0, can.width, can.height / 15);
fillStyle = "#ffffff";
font = can.height / 15 + "px Verdana";
fillText("Score: " + score + "/" + mScore, 1, can.height / 19);
fillText("Time: " + time, can.width / 1.5 + 6, can.height / 19);
}
}
function drawLevel() {
map.plates.forEach(e => {
ctx.fillStyle = "#ffffff";
ctx.fillRect(e[0], can.height / 15 + e[1], e[2], e[3]);
});
map.moneys.forEach(e => {
ctx.beginPath();
ctx.fillStyle = "#fcba03";
ctx.arc(e[0] + 12.5, e[1] + 12.5, 4, 0, 2 * Math.PI);
ctx.fill();
});
}
function detectGravity() {
map.plates.forEach(e => {
if (playY > e[1] && playX <= e[0] && playX >= e[0] + e[2]) {
} else {
playY += 0;
}
});
}
function drawPlayer() {
const a = map.player;
if (gameOn == 0 || gameOn == 2) {
playX = a[0];
playY = a[1];
velX = 0;
velY = 0;
}
ctx.beginPath();
ctx.fillStyle = "#ff0000";
ctx.arc(playX + 12.5, playY + 12.5, 4, 0, 2 * Math.PI);
ctx.fill();
}
function drawGame() {
if (gameOn == 0) {
can.style.animation = "none";
with (ctx) {
fillStyle = "rgba(0, 0, 0, 0.5)";
fillRect(0, 0, can.width, can.height);
strokeStyle = "#000000";
lineWidth = 5;
fillStyle = "#ffffff";
textAlign = "center";
strokeText("Click to Start", 150, can.height / 4);
fillText("Click to Start", 150, can.height / 4);
}
} else if (gameOn == 2) {
can.style.animation = "0.2s flash infinite";
with (ctx) {
fillStyle = "rgba(0, 0, 0, 0.5)";
fillRect(0, 0, can.width, can.height);
strokeStyle = "#000000";
lineWidth = 5;
fillStyle = "#ff0000";
textAlign = "center";
strokeText("-- Game Over --", 150, can.height / 4);
fillText("-- Game Over --", 150, can.height / 4);
}
} else {
can.style.animation = "none";
}
}
function drawPixels() {
var fw = (can.width / 2) | 0,
fh = (can.height / 2) | 0;
ctx.imageSmoothingEnabled = ctx.mozImageSmoothingEnabled = ctx.msImageSmoothingEnabled = ctx.webkitImageSmoothingEnabled = false;
ctx.drawImage(can, 0, 0, fw, fh);
ctx.drawImage(can, 0, 0, fw, fh, 0, 0, can.width, can.height);
}
init();
* {
box-sizing: border-box;
overflow: hidden;
}
.block {
border: 2px solid black;
}
@keyframes flash {
0%, 100% {
border: 2px solid black;
}
50% {
border: 2px solid red;
}
}
<canvas class="block"></canvas>
Upvotes: 4
Views: 4105
Reputation: 54026
Gravity manifests as a change in speed over time (acceleration). It has a direction and magnitude (a vector)
We define the gravity vector going down the canvas
const gravity = {x: 0, y: 1};
Normally we apply gravity over time units of seconds. This is not a handy unit for animation. In this case we can define it as pixels per frame. A frame is 1/60th of a second. Thus the gravity defined above having a magnitude of 1 pixel per tick squared. So in one second an object would be traveling at 60 pixels per tick or 3600 pixels per second.
This is a little too fast for most animations so we can slow it down somewhat
const gravity = {x: 0, y: 0.1};
An object has a position (a coordinate) and a velocity (a vector) having a direction and magnitude.
const object = {
pos: {x: 0, y: 0}, // position
vel: {x, 0, y: 0}, // velocity
}
To simulate gravity on this object we can add a behavior in the form of a function. In this case we can call it update
. In the update
function we accelerate the object, by adding the gravity
vector to the velocity vector (object.vel
). Then we update the position by adding the velocity vector object.vel
to the position coordinate object.pos
const gravity = {x: 0, y: 0.1};
const object = {
pos: {x: 0, y: 0}, // position
vel: {x, 0, y: 0}, // velocity
update() {
this.vel.x += gravity.x;
this.vel.y += gravity.y;
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
}
}
By its self this object will fall forever so we need to have it interact with the world. We can define a ground line. In its most basic a line at a y position on the canvas.
const ground = ctx.canvas.height; // ground at bottom of canvas.
To interact we need to add to the objects update
function. In this we check the object position against the ground. If the position is below the ground, we move the position up away from the ground the same distance it has moved into the ground, and reverse the velocity (bounced).
We can define the springyness of the ground as a fraction of the velocity.
We also need to give the object a size.
Thus we get.
const gravity = {x: 0, y: 0.1};
const ground = ctx.canvas.height; // ground at bottom of canvas.
const bounce = 0.5;
const object = {
pos: {x: 0, y: 0}, // position
vel: {x, 0, y: 0}, // velocity
size: {w: 10, h: 10},
update() {
this.vel.x += gravity.x;
this.vel.y += gravity.y;
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
const g = ground - this.size.h; // adjust for size
if(this.pos.y >= g) {
this.pos.y = g - (this.pos.y - g); //
this.vel.y = -Math.abs(this.vel.y) * bounce; // change velocity to moving away.
}
}
}
Then all that is needed is to call update every frame and draw the object at the correct position.
Putting it into practice.
A simple box called object
falls from the top of the canvas and hits the ground (bottom of the canvas) bounces a bit and stop. (Click to reset)
Update: I forgot to check if the object is at rest.
The math will have the box vibrate and never really stop moving if we don't add a little extra code to update
.
The box will now appear to come to a complete stop when its bounce is less than gravity. See comment // check for rest.
const ctx = canvas.getContext("2d");
canvas.width = innerWidth-4;
canvas.height = innerHeight-4;
requestAnimationFrame(mainLoop); // starts the animation
const gravity = {x: 0, y: 0.1};
const ground = ctx.canvas.height; // ground at bottom of canvas.
const bounce = 0.9; // very bouncy
const object = {
pos: {x: ctx.canvas.width / 2, y: 0}, // position halfway on canvas
vel: {x: 0, y: 0}, // velocity
size: {w: 10, h: 10},
update() {
this.vel.x += gravity.x;
this.vel.y += gravity.y;
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
const g = ground - this.size.h; // adjust for size
if(this.pos.y >= g) {
this.pos.y = g - (this.pos.y - g); //
this.vel.y = -Math.abs(this.vel.y) * bounce;
if (this.vel.y >= -gravity.y) { // check for rest.
this.vel.y = 0;
this.pos.y = g - gravity.y;
}
}
},
draw() { ctx.fillRect(this.pos.x, this.pos.y, this.size.w, this.size.h) },
reset() { this.pos.y = this.vel.y = this.vel.x = 0 },
}
function mainLoop() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
object.update(); // move object
object.draw();
requestAnimationFrame(mainLoop);
}
canvas.addEventListener("click", object.reset.bind(object));
body {
margin: 0px;
padding: 0px;
}
canvas {
position: absolute;
top: 0px;
left: 0px;
border: 1px solid black;
}
<canvas id="canvas"></canvas>
Upvotes: 6