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index.js
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index.js
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;(function() {
'use strict';
const canvas = document.querySelector('canvas');
const world = {
'0-0': [0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0],
'0--10': [1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1]
};
let camera = {
x: 0,
y: 0,
box 5
};
let player = {x: 4, y: 0, size: 5};
canvas.setAttribute('height', window.innerHeight);
canvas.setAttribute('width', window.innerWidth);
const ctx = canvas.getContext('2d');
window.addEventListener('keydown', onKeyPress);
function onKeyPress(e) {
switch (e.keyCode) {
case 37:
player.x -= 1;
break;
case 39:
player.x += 1;
break;
case 40:
player.y -= 1;
break;
default:
}
}
function drawPlayer(player) {
ctx.beginPath();
ctx.arc(player.x * player.size + player.size/2,
window.innerHeight - player.y * player.size - player.size / 2, player.size, 0, 2 * Math.PI);
ctx.fill();
ctx.closePath();
}
function drawGround(player) {
world[player.x + '-' + player.y].forEach((v) =>
ctx.fillRect(player.x)
)
};
function draw() {
ctx.clearRect(0, 0, window.innerWidth, window.innerHeight);
drawPlayer(player);
drawGround(player);
requestAnimationFrame(draw);
}
draw();
})();