javascript - How can i get the multiple apple/s to fall? -


i creating game (using html5 canvas) involves catching falling apples, know, how original! having trouble finding way make multiple apples fall?

here code in jsfiddle: https://jsfiddle.net/pgkl09j7/12/

var apple_x = 100; var apple_y = 0; var basket_x = 100; var basket_y = 100; var points = 0;  var basket_img = new image(); basket_img.src = "http://s18.postimg.org/h0oe1vj91/basket.png";  var countable = function () {}  //background colour of canvas var c = document.getelementbyid("c"); var ctx = c.getcontext("2d"); ctx.fillstyle = "#000"; ctx.fillrect(0, 0, 500, 500);  //here event listener c.addeventlistener("mousemove", seenmotion, false);    //////////////////////  function seenmotion(e) {      //this code mouse      //moving on canvas.     var bounding_box = c.getboundingclientrect();     basket_x = (e.clientx - bounding_box.left) * (c.width / bounding_box.width) - basket_img.width / 2;     basket_y = (e.clienty - bounding_box.top) * (c.height / bounding_box.height) - basket_img.height / 2; }  function start_game() {     setinterval(game_loop, 50); }   function game_loop() {     // code above called every 50ms ,      // frame-redraw-game-animation loop.      c.width = c.width;      // below code draws objects     draw_apple(apple_x, apple_y);     draw_basket(basket_x, basket_y);      // below code updates balloons location     apple_x++;     if (apple_y > c.height) {         apple_y = 0;     }      //here collision detection code     if (collision(apple_x, apple_y, basket_x, basket_y)) {         points -= 0.5;     }       //here code point system     points += 1;      // , let's stick in top right.      var integerpoints = math.floor(points); // make integer     ctx.font = "bold 24px sans-serif";     ctx.filltext(integerpoints, c.width - 50, 50); }    context.clearrect(0, 0, 500, 500);  function collision(basket_x, basket_y, apple_x, apple_y) {     if (apple_y + 85 < basket_y) {         return false;     }     if (apple_y > basket_y + 91) {         return false;     }     if (apple_x + 80 < basket_x) {         return false;     }     if (apple_x > basket_x + 80) {         return false;     }      return true; }  // code stop game when we're finished playing function stop_game() {  }  //code ball function draw_app  le(x, y) {     var apple_img = new image();     apple_img.src = "http://s15.postimg.org/3nwjmzsiv/apple.png";     ctx.drawimage(apple_img, x, y);  }  //code basket function draw_basket(x, y) {     ctx.drawimage(basket_img, x, y);  } 

you've accepted answer, looked fun. check out fiddle.

https://jsfiddle.net/h82gv4xn/

improvements include:

  • fixed scoreboard
  • added level progression (level increases every 10 apples)
  • allowance many many more apples on screen (play level 9).
  • apples fall @ different speeds , speed levels increase.
  • uses animation frame system much smoother animations.
  • relaxed collision handling (the center of bucket must touch apple)

it gets silly levels wind upwards, should nice example improve upon. relevant javascript follows (this go onload function):

var game = create_game(); game.init();  function create_game() {     debugger;     var level = 1;     var apples_per_level = 1;     var min_speed_per_level = 1;     var max_speed_per_level = 2;     var last_apple_time = 0;     var next_apple_time = 0;     var width = 500;     var height = 500;     var delay = 1000;     var item_width = 50;     var item_height = 50;     var total_apples = 0;     var apple_img = new image();     var apple_w = 50;     var apple_h = 50;     var basket_img = new image();     var c, ctx;      var apples = [];     var basket = {         x: 100,         y: 100,         score: 0     };      function init() {         apple_img.src = "http://s15.postimg.org/3nwjmzsiv/apple.png";         basket_img.src = "http://s18.postimg.org/h0oe1vj91/basket.png";          level = 1;         total_apples = 0;         apples = [];          c = document.getelementbyid("c");         ctx = c.getcontext("2d");         ctx.fillstyle = "#000";         ctx.fillrect(0, 0, 500, 500);          c.addeventlistener("mousemove", function (e) {             //moving on canvas.             var bounding_box = c.getboundingclientrect();             basket.x = (e.clientx - bounding_box.left) * (c.width / bounding_box.width) - basket_img.width / 2;             basket.y = (e.clienty - bounding_box.top) * (c.height / bounding_box.height) - basket_img.height / 2;         }, false);          setupapples();         requestanimationframe(tick);     }      function setupapples() {         var max_apples = level * apples_per_level;         while (apples.length < max_apples) {             initapple(apples.length);         }     }      function initapple(index) {         var max_speed = max_speed_per_level * level;         var min_speed = min_speed_per_level * level;         apples[index] = {             x: math.round(math.random() * (width - 2 * apple_w)) + apple_w,             y: -apple_h,             v: math.round(math.random() * (max_speed - min_speed)) + min_speed,             delay: date.now() + math.random() * delay         }         total_apples++;     }      function collision(apple) {         if (apple.y + apple_img.height < basket.y + 50) {             return false;         }         if (apple.y > basket.y + 50) {             return false;         }         if (apple.x + apple_img.width < basket.x + 50) {             return false;         }         if (apple.x > basket.x + 50) {             return false;         }          return true;     }      function maybeincreasedifficulty() {         level = math.max(1, math.ceil(basket.score / 10));         setupapples();     }      function tick() {         var i;         var apple;         var datenow = date.now();         c.width = c.width;         (i = 0; < apples.length; i++) {             apple = apples[i];             if (datenow > apple.delay) {                 apple.y += apple.v;                 if (collision(apple)) {                     initapple(i);                     basket.score++;                 } else if (apple.y > height) {                     initapple(i);                 } else {                     ctx.drawimage(apple_img, apple.x, apple.y);                 }             }         }         ctx.font = "bold 24px sans-serif";         ctx.fillstyle = "#2fff2f";         ctx.filltext(basket.score, c.width - 50, 50);         ctx.filltext("level: " + level, 20, 50);          ctx.drawimage(basket_img, basket.x, basket.y);         maybeincreasedifficulty();         requestanimationframe(tick);     }      return {         init: init     }; } 

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