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( function(){
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var levelCols =22;
var levelRows =18;
var tileSize = 32;
var playerCol=10;
var playerRow= 8;
var leftPressed = false;
var rightPressed = false;
var upPressed = false;
var downPressed = false;
var movementSpeed = 6;
var playerXSpeed = 0;
var playerYSpeed = 0;
var level =[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],// this is the level
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0],// 0 for water_blue
[0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,0,0],// 1 for grass_green
[0,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],// 2 for stone_grey
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
];
var playerXPos = playerCol * tileSize;
var playerYPos = playerRow * tileSize;
document.addEventListener("keydown", function(e){
console.log(e.keyCode);
switch(e.keyCode) {
case 65:
leftPressed=true;
break;
case 87:
upPressed=true;
break;
case 68:
rightPressed=true;
break;
case 83:
downPressed=true;
break;
}
}, false);
document.addEventListener("keyup", function(e){
switch(e.keyCode) {
case 65:
leftPressed=false;
break;
case 87:
upPressed=false;
break;
case 68:
rightPressed=false;
break;
case 83:
downPressed=false;
break;
}
}, false);
canvas.width = levelCols*tileSize;
canvas.height= levelRows*tileSize;
renderLevel();
function renderLevel() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "#0000ff";//water
for(i=0;i<levelRows;i++){
for(j=0;j<levelCols;j++){
if(level[i][j] == 0){
context.fillRect(j*tileSize,i*tileSize,tileSize,tileSize);
}
}
}
context.fillStyle = "#00ff00";//grass
for(i=0;i<levelRows;i++){
for(j=0;j<levelCols;j++){
if(level[i][j] == 1){
context.fillRect(j*tileSize,i*tileSize,tileSize,tileSize);
}
}
}
context.fillStyle = "#030303";//stone
for(i=0;i<levelRows;i++){
for(j=0;j<levelCols;j++){
if(level[i][j] == 2){
context.fillRect(j*tileSize,i*tileSize,tileSize,tileSize);
}
}
}
//player red box
context.fillStyle = "#ff0000";
context.fillRect(playerXPos,playerYPos,tileSize,tileSize);
}
// this function will do its best to make stuff work at 60FPS - please notice I said "will do its best"
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000/60);
};
})();
function updateGame(){
playerXSpeed =0;
playerYSpeed =0;
if(rightPressed) {
playerXSpeed=movementSpeed;
}
else {
if(leftPressed){
playerXSpeed=-movementSpeed;
}
else{
if(upPressed){
playerYSpeed=-movementSpeed;
}
else{
if(downPressed){
playerYSpeed=movementSpeed;
}
}
}
}
playerXPos+=playerXSpeed;
playerYPos+=playerYSpeed;
renderLevel();
requestAnimFrame(function(){
updateGame();
});
}
updateGame();
}) ();
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