Exit Ticket using html canvas
Run jupyter notebook server with 'jupyter notebook'
%%html
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>sharks and minos</title>
</head>
<body>
<canvas width="800" height="600" id="canvas"></canvas>
<script>
const SCALE = 2;
const WIDTH = 16;
const HEIGHT = 18;
const SCALED_WIDTH = SCALE * WIDTH;
const SCALED_HEIGHT = SCALE * HEIGHT;
const CYCLE_LOOP = [0, 1, 0, 2];
const FACING_DOWN = 0;
const FACING_UP = 1;
const FACING_LEFT = 2;
const FACING_RIGHT = 3;
const FRAME_LIMIT = 12;
const MOVEMENT_SPEED = 2;
let canvas = document.querySelector('canvas');
let ctx = canvas.getContext('2d');
let keyPresses = {};
let currentDirection = FACING_DOWN;
let currentLoopIndex = 0;
let frameCount = 0;
let positionX = 0;
let positionY = 0;
let img = new Image();
window.addEventListener('keydown', keyDownListener);
function keyDownListener(event) {
keyPresses[event.key] = true;
}
window.addEventListener('keyup', keyUpListener);
function keyUpListener(event) {
keyPresses[event.key] = false;
}
function loadImage() {
img.src = 'https://ryanrob327.github.io/csp/images/leprechaun.png';
console.log(img.src)
img.onload = function() {
window.requestAnimationFrame(gameLoop);
};
}
function drawFrame(frameX, frameY, canvasX, canvasY) {
ctx.drawImage(img,
frameX * WIDTH, frameY * HEIGHT, WIDTH, HEIGHT,
canvasX, canvasY, SCALED_WIDTH, SCALED_HEIGHT);
}
loadImage();
function gameLoop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
let hasMoved = false;
if (keyPresses.w) {
moveCharacter(0, -MOVEMENT_SPEED, FACING_UP);
hasMoved = true;
} else if (keyPresses.s) {
moveCharacter(0, MOVEMENT_SPEED, FACING_DOWN);
hasMoved = true;
}
if (keyPresses.a) {
moveCharacter(-MOVEMENT_SPEED, 0, FACING_LEFT);
hasMoved = true;
} else if (keyPresses.d) {
moveCharacter(MOVEMENT_SPEED, 0, FACING_RIGHT);
hasMoved = true;
}
if (hasMoved) {
frameCount++;
if (frameCount >= FRAME_LIMIT) {
frameCount = 0;
currentLoopIndex++;
if (currentLoopIndex >= CYCLE_LOOP.length) {
currentLoopIndex = 0;
}
}
}
if (!hasMoved) {
currentLoopIndex = 0;
}
drawFrame(CYCLE_LOOP[currentLoopIndex], currentDirection, positionX, positionY);
window.requestAnimationFrame(gameLoop);
}
function moveCharacter(deltaX, deltaY, direction) {
if (positionX + deltaX > 0 && positionX + SCALED_WIDTH + deltaX < canvas.width) {
positionX += deltaX;
}
if (positionY + deltaY > 0 && positionY + SCALED_HEIGHT + deltaY < canvas.height) {
positionY += deltaY;
}
currentDirection = direction;
}
</script>
</body>
</html>