I cannot figure out how to do this. I was translating the character and background at the same time, but if there’s any hiccup, the character position slides out of the viewable area of the canvas, and I need the canvas translation to be based off the position of the player (hero.x, hero.y).
Currently I have
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 640;
canvas.height = 480;
//then in my update function
if (38 in keysDown && hero.y > 0){ //UP KEY PRESSED KEY
ctx.translate(0,12); //translate background position +12y
hero.y -= hero.speed * modifier; //move player up on the background image
else if (40 in keysDown && hero.y < 3750-64){ //DOWN KEY PRESSED
ctx.translate(0, -12);
hero.y += hero.speed * modifier;
}
}
That moves the player and the canvas but not guaranteed together…if it freezes at all, the player is off center or even off screen.
The viewable canvas area is 640×480, but the background image you can navigate on is 5,000 x 3750.
On the web browser, when it doesn’t freeze, it works how I want, moving the player and background at the same pace as the character.
However, that same rate on the phone puts the player much faster than the screen translates which means the player walks right out of the viewable area even though it still moves the background.
If I do ctx.translate(hero.x, hero.y) and use the hero.x, hero.y coordinates of the player, or some variation of it minus an offset, it moves the background BY that measurement each time I press the key instead of moving it TO that position.
How can I make everything conditional on the players position to move both the player and background, but together, or automatically adjust next update() to center on the player….?????
Well, the easy way would be to actually always draw the player in the center! In other words, never ever change or translate his or her coordinates. Instead worrying about translating everything else in relation to that.
Since you want the player to always be in the center, you should always draw the player at the center of the canvas (640/2 x 480/2 for you)
Then you’ll want to do is keep a canvas offset for X and Y and draw everything (Background, etc) using that offset, then reset the transformation and draw the hero in the plain old center.
So your draw function might look something like this:
Here is a live example that works with mouse down and up. There is a big “sun” for the background that moves, while the “stays” rectangle stays still because it is literally always drawn in the same place:
http://jsfiddle.net/3CfFE/