So, I have a little “move around and stuff” engine, which is very primative at the moment.
Every so often (timer based) another pixel (5×5) will appear on the screen – if you intersect with that pixel, I would like to fire an event. (To be fair, that pixel (5×5) needs to be a hella-lot bigger :/ ).
So, here is my JSFiddle (for you fiddlers):
http://jsfiddle.net/neuroflux/q9APG/
And here is my javascript for the canvas:
var canvas, ctx;
var pixX = 0; //positions
var pixY = 0;
var endX = 0;
var endY = 0;
var youX = 5; //sizes
var youY = 5;
var dis = 1; //timings
var p = 0;
window.onload = function() {
init();
}
function init() {
canvas = document.getElementById('main');
ctx = canvas.getContext('2d');
setInterval(loop,40);
var pixTimer = Math.floor((Math.random() * 1000) * 10) + 1;
setInterval(addPixel, pixTimer);
document.addEventListener('keydown',function(e) {
runMove(e);
});
}
function addPixel() {
pX = Math.floor(Math.random() * 800) + 1;
pY = Math.floor(Math.random() * 600) + 1;
p++;
}
function loop() {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillRect(pixX,pixY,youX,youY);
ctx.fillText(pixX + ':' + pixY, 5, 500);
if (p > 0) {
for (var a = 0; a <= p; a++) {
ctx.fillRect(pX,pY,5,5);
}
}
}
function runMove(e) {
var canvas = document.getElementById('main');
ky = e.keyCode;
switch(ky) {
case 37:
endX = endX - dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveleft = setInterval(ml,10);
function ml() { pixX--; }
} else {
pixX = 0;
}
}
return false;
case 38:
endY = endY - dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
moveup = setInterval(mu,10);
function mu() { pixY--; }
}
}
return false;
case 39:
endX = endX + dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveright = setInterval(mr,10);
function mr() { pixX++; }
}
}
return false;
case 40:
endY = endY + dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
movedown = setInterval(md,10);
function md() { pixY++; }
}
}
return false;
case 80:
growing = setInterval(grow,100);
clearInterval(shrinking);
function grow() {
youX = youX + dis;
youY = youY + dis;
}
return false;
case 73:
clearInterval(shrinking);
clearInterval(growing);
return false;
case 79:
shrinking = setInterval(shrink,100);
clearInterval(growing);
function shrink() {
youX = youX - dis;
youY = youY - dis;
}
return false;
default:
return false;
}
}
I have already tried this, but got issues 🙁 (nothing would fire):
JSFiddle: http://jsfiddle.net/neuroflux/uF5kj/
Canvas Code:
var canvas, ctx;
var pixX = 0; //positions
var pixY = 0;
var endX = 0;
var endY = 0;
var youX = 5; //sizes
var youY = 5;
var dis = 1; //timings
var p = 0;
var pixel = new Array();
window.onload = function() {
init();
}
function init() {
canvas = document.getElementById('main');
ctx = canvas.getContext('2d');
setInterval(loop,40);
var pixTimer = Math.floor((Math.random() * 1000) * 10) + 1;
setInterval(addPixel, pixTimer);
document.addEventListener('keydown',function(e) {
runMove(e);
});
}
function addPixel() {
pX = Math.floor(Math.random() * 800) + 1;
pY = Math.floor(Math.random() * 600) + 1;
p++;
}
function loop() {
ctx.clearRect(0,0,canvas.width,canvas.height);
var bgImg = new Image();
bgImg.src = 'bg.png';
ctx.drawImage(bgImg,0,0,800,600);
ctx.fillRect(pixX,pixY,youX,youY);
ctx.fillText(pixX + ':' + pixY, 5, 500);
if (p > 0) {
for (var a = 0; a <= p; a++) {
pixel[a] = ctx.fillRect(pX,pY,5,5);
}
}
}
function checkIntersections() {
for (var x = 0; x < pixel.length; x++) {
if (pixX == pixel[x].x) { alert(0) }
}
}
function runMove(e) {
var canvas = document.getElementById('main');
ky = e.keyCode;
switch(ky) {
case 37:
endX = endX - dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveleft = setInterval(ml,10);
function ml() { pixX--; }
} else {
pixX = 0;
}
}
return false;
case 38:
endY = endY - dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
moveup = setInterval(mu,10);
function mu() { pixY--; }
}
}
checkIntersections();
return false;
case 39:
endX = endX + dis;
if (pixX == endX) {
} else {
if (pixX >= 0 && pixX < canvas.width) {
moveright = setInterval(mr,10);
function mr() { pixX++; }
}
}
checkIntersections();
return false;
case 40:
endY = endY + dis;
if (pixY == endY) {
} else {
if (pixY >= 0 && pixY < canvas.height) {
movedown = setInterval(md,10);
function md() { pixY++; }
}
}
checkIntersections();
return false;
case 80:
growing = setInterval(grow,100);
clearInterval(shrinking);
function grow() {
youX = youX + dis;
youY = youY + dis;
}
checkIntersections();
return false;
case 73:
clearInterval(shrinking);
clearInterval(growing);
return false;
case 79:
shrinking = setInterval(shrink,100);
clearInterval(growing);
function shrink() {
youX = youX - dis;
youY = youY - dis;
}
return false;
default:
return false;
}
}
You’d be better off with circles, since the distance can more easily be calculated (fixed radius). Say you set radius to 10, then if
distance < 20they are inside each other, i.e. there is collison.Each time, calculate distance between user / object:
At any time, the
collisonvariable can be used for checking whether there is collison.You can draw a circle using:
http://jsfiddle.net/q9APG/4/