I m Drawing the image on canvas with this code
and it successfully draw the image on canvas now i want to move the image on canvas for that i write the code i check that if the right key of my keyboard is pressed i will increment the x coordinate of an image if left key is pressed i will decrement the x coordinate but image is not moving on the canvas
player = new Image();
player.src = "game_character.png";
context.drawImage(player,player.x * wallDim + wallDim ,player.y * wallDim + wallDim ,50,50);
how to move an image on canvas
var handleInput = function(event, keyState) {
switch(event.which) {
case 37: { // Left Arrow
keyDown.arrowLeft = keyState;
break;
}
case 38: { // Up Arrow
keyDown.arrowUp = keyState;
break;
}
case 39: { // Right Arrow
keyDown.arrowRight = keyState;
break;
}
case 40: { // Down Arrow
keyDown.arrowDown = keyState;
break;
}
}
}
/**
* physics
*
* This function contains the basic logic for the maze.
*/
var physics = function() {
console.log("physics ");
console.log("first condition "+keyDown.arrowRight +player.x+1);
if(keyDown.arrowLeft && player.x-1 >= 0 && map[player.y][player.x-1] != 1) {
player.x--;
redraw = true;
}
if(keyDown.arrowUp && player.y-1 >= 0 && map[player.y-1][player.x] != 1) {
player.y--;
redraw = true;
}
if(keyDown.arrowRight && player.x+1 < map[0].length && map[player.y][player.x+1] != 1) {
console.log("arrow right");
player.x++;
redraw = true;
}
if(keyDown.arrowDown && player.y+1 < map.length && map[player.y+1][player.x] != 1) {
player.y++;
redraw = true;
}
if(keyDown.arrowRight && player.x+1 >= map[0].length)
{
player.x++;
document.getElementById("canvas_div").style.display="none";
document.getElementById("end_screen_div").style.display="block";
//alert("completed");
}
}
/**
* draw
*
* This function simply draws the current state of the game.
*/
var draw = function() {
// Don't redraw if nothing has changed
if(!redraw)
return;
context.clearRect(0, 0, cols, rows);
context.beginPath();
// Draw the maze
for(var a = 0; a < rows; a++) {
for(var b = 0; b < cols; b++) {
switch(map[a][b]) {
case C.EMPTY: context.fillStyle = colors.empty; break;
case C.WALL: context.fillStyle = colors.wall; break;
}
context.fillRect(b * wallDim, a * wallDim, wallDim, wallDim); // x, y, width, height
}
}
// Draw the player
/* context.fillStyle = colors.player;
context.arc(
player.x * wallDim + wallDim / 2, // x position
player.y * wallDim + wallDim / 2, // y position
wallDim / 2, // Radius
0, // Starting angle
Math.PI * 2, // Ending angle
true // antiClockwise
);*/
player = new Image();
player.src = "game_character.png";
context.drawImage(player,player.x * wallDim + wallDim ,player.y * wallDim + wallDim ,50,50);
var firstplayer=new Image();
firstplayer.src="top_character01.png";
context.drawImage(firstplayer,680,0,60,60);
var secondplayer= new Image();
secondplayer.src="top_character02.png";
context.drawImage(secondplayer,750,0,60,60);
context.fill();
context.closePath();
redraw = false;
}
In your draw method, you reinitialize the player each time :
So you erase the player.x modified by your event handler.
You should initialize the player only once, outside the draw function. You can move the initialization like this :
There is absolutely no need to call
player.src = "game_character.png";inside the draw function.As a general rule, when dealing with animation, try to remove all what you can from the draw function, which should be as fast as possible.