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Home/ Questions/Q 8002511
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Editorial Team
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Editorial Team
Asked: June 4, 20262026-06-04T16:23:15+00:00 2026-06-04T16:23:15+00:00

I am trying to create a simple game and on pressing the right and

  • 0

I am trying to create a simple game and on pressing the right and left buttons a picture is supposed to move (and vary between another picture, trexf and trexb).

<canvas id="canvas" width="640" height="480" >
    Browser doesn't support canvas.
</canvas>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');

var width, height, rightKey = false, leftKey = false, upKey = false, downKey = false, rex_x, rex_y = 300, trexf, trexb;

trexf = new Image('Trexf.png');
trexb = new Image('Trexb.png');

function clearCanvas() {
    canvas.width = canvas.width;
}

function drawRex() {
    if(rightKey) {
        rex_x += 5;
    } else if(leftKey) {
        rex_x -= 5;
    }

    ctx.drawImage(trexf, rex_x, rex_y);
    if(rightKey == false || leftKey == false) {
        ctx.drawImage(trexb, rex_x, rex_y);
    }
}

function loop() {
    clearCanvas();
    drawRex();
}

function keyDown(e) {
    if(e.keyCode == 39)
        rightKey = true;
    else if(e.keyCode == 37)
        leftKey = true;
}

function keyUp(e) {
    if(e.keyCode == 39)
        rightKey = false;
    else if(e.keyCode == 37)
        leftKey = false;
}

function init() {

    ctx.canvas.width = window.innerWidth - 30;
    ctx.canvas.height = window.innerHeight - 30;

    document.addEventListener('keydown', keyDown, false);
    document.addEventListener('keyup', keyUp, false);

    rex_x = canvas.width / 2;

    setInterval(loop, 1000);
}

init();

Try it on JSFiddle.

Why does this not work as I expect?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-04T16:23:16+00:00Added an answer on June 4, 2026 at 4:23 pm

    This works for me in Chrome, but your draw interval is too large (1 second) so the key up event is firing before the redraw.

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