I'm trying to get a block I've called "Sword" to move up and down when using the arrow keys, I have event listeners and handlers but for some reason they're just not talking to each other and I dunno why.
Here is the HTML, it's very simple, just draws a canvas to use.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>17013455_assignment_2</title>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="17013455_ass2_task1.js"></script>
</html>
This is the Javascript, the canvas has a background drawn on, and the "sword" is drawn as a box, my key handlers should move the sword on the Y axis depending on the sword's height and it's space in the Y axix.
window.onload=function () {
var canvas = document.getElementById("canvas");
var gc = canvas.getContext("2d");
canvas.width = 640;
canvas.height = 448;
gc.clearRect(0, 0, canvas.width, canvas.height);
var background = new Image();
background.src = "https://i.imgur.com/9mPYXqC.png";
//sword dimentions
var swordHeight = 50;
var swordWidth = 25;
var swordX = 50;
var swordY = 220;
//controls for player
var upPressed = false;
var downPressed = false;
if (downPressed && swordY < canvas.height - swordHeight) {
swordY += 10;
}
else if (upPressed && swordY > 0) {
swordY -= 10;
}
function keyUpHandler(e) {
if (e.keyCode === 38) {
upPressed = false;
}
else if (e.keyCode === 40) {
downPressed = false;
}
}
function drawSword() {
/*Make a box to represent a sword until sprites are used*/
gc.beginPath();
gc.rect(swordX, swordY, swordWidth, swordHeight);
gc.fillStyle = "#000000";
gc.fill();
gc.closePath();
}
function keyDownHandler(e) {
if (e.keyCode === 38) {
upPressed = true;
}
else if (e.keyCode === 40) {
downPressed = true;
}
}
function render() {
background.onload = function () {
gc.drawImage(background, 0, 0)};
drawSword();
}
document.addEventListener("keydown", keyDownHandler, "false");
document.addEventListener("keyup", keyUpHandler, "false");
render();
setInterval(render, 10);
};
Move this part of code
if (downPressed && swordY < canvas.height - swordHeight) {
swordY += 10;
}
else if (upPressed && swordY > 0) {
swordY -= 10;
}
to render() function. Your function should look like this:
function render() {
if (downPressed && swordY < canvas.height - swordHeight) {
swordY += 10;
}
else if (upPressed && swordY > 0) {
swordY -= 10;
}
gc.drawImage(background, 0, 0)};
drawSword();
}
and this part
background.onload = function () {
gc.drawImage(background, 0, 0)};
to window.onload = function(){} scope
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