So I have a maze here and the problem arises when user changes rowNum/colNum in the maze. When user changes either of them, it calls
ctx.clearRect(0, 0, canvas.width, canvas.height)
.
This clears up the whole canvas but when user again starts moving the player, the player from previously cleared up canvas appears up in the this canvas. see here .
clearRect()
clears up the canvas but I don't know why the player
is still left there to interact with.
Here's a shortened description of what my code does to draw the player
-
main.js
let customGrid = document.querySelector("#rows,#columns");
customGrid.forEach(elem => elem.addEventListener("change", e => {
// detect changed element
if (e.target.id === "row")
customGrid[0].value = parseInt(e.target.value);
else
customGrid[1].value = parseInt(e.target.value);
ctx.clearRect(0, 0, canvas.width, canvas.width);
// setting myMaze to new instance of Maze
myMaze = new Maze(ctx, 600, customGrid[0].value, customGrid[1].value);
myMaze.setup();
myMaze.drawMap();
})
);
Next, myMaze.drawMap()
contains-
//set player
this.player = new Player(this.ctx, this.goal, this.cellWidth, this.cellHeight);
this.player.setPlayer(this);
From here setPlayer
calls-
setPlayer(myMaze) {
....
this.drawPlayer();
this.listenMoves(myMaze);
}
listenMoves(myMaze) {
window.addEventListener("keydown", function handler(e) {
myMaze.player.move(e.keyCode, myMaze);
let reachedCol = myMaze.player.colNum === myMaze.goal.colNum ? true : false;
let reachedRow = myMaze.player.rowNum === myMaze.goal.rowNum ? true : false;
if (reachedRow && reachedCol) {
alert("reached!");
window.removeEventListener("keydown", handler);
}
});
}
move(input, myMaze) {
let current = myMaze.grid[this.rowNum][this.colNum];
let walls = current.walls;
switch(input) {
case 37:
if(!walls.leftWall) {
this.colNum -= 1;
} break;
case 38:
if(!walls.topWall) {
this.rowNum -= 1;
} break;
case 39:
if(!walls.rightWall) {
this.colNum += 1;
} break;
case 40:
if(!walls.bottomWall) {
this.rowNum += 1;
}
}
this.ctx.clearRect(current.xCord, current.yCord, current.width, current.height);
current.drawCell();
this.drawPlayer();
}
I would move the event listener up to main.js
. Since Maze has the reference to Player, it should be possible. I am assuming you have a global variable of Maze ( myMaze
).
let myMaze;
let reched = false;
window.addEventListener("keydown", function handler(e) {
if (!myMaze || reched) {
return;
}
myMaze.player.move(e.keyCode, myMaze);
myMaze.player.handleMove();
let reachedCol = myMaze.player.colNum === myMaze.goal.colNum ? true : false;
let reachedRow = myMaze.player.rowNum === myMaze.goal.rowNum ? true : false;
if (reachedRow && reachedCol) {
alert("reached!");
reched = true;
}
});
If you want to keep the event handler as Player's method, you could do something like below. And call unListenMoves()
when the grid size changes.
class Player {
constructor(ctx, goal, cellWidth, cellHeight, myMaze) {
// keep the Maze instance as a Player's prop for the later use
this.myMaze = myMaze;
// we need to bind this here, not in listenMoves
this.handleMove = this.handleMove.bind(this);
}
listenMoves() {
window.addEventListener("keydown", this.handleMove);
}
unListenMoves() {
window.removeEventListener("keydown", this.handleMove);
}
handleMove(e) {
const myMaze = this.myMaze;
myMaze.player.move(e.keyCode, myMaze);
let reachedCol = myMaze.player.colNum === myMaze.goal.colNum ? true : false;
let reachedRow = myMaze.player.rowNum === myMaze.goal.rowNum ? true : false;
if (reachedRow && reachedCol) {
alert("reached!");
window.removeEventListener("keydown", this.handleMove);
}
}
}
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