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player_move.js
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player_move.js
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// Because JS is single-threaded, 2+ functions can't run at the same time
window.addEventListener("load", function (event) {
// Cyclical Linked List Class Constructor:
class Node {
constructor(data, next = null) {
this.data = data;
this.next = next;
this.last = true;
}
}
class CycleLinkedList {
constructor() {
this.head = null;
}
add(data) {
var newNode = new Node(data);
if (this.head == null) {
this.head = newNode;
this.head.next = this.head;
// console.log(this.head.data);
} else {
var current = this.head;
while (!current.last) {
current = current.next; //get to the end
}
current.next = newNode;
current.last = false;
current = current.next;
current.next = this.head;
}
}
returnNext(curNode) {
if (curNode == null) {
if (this.head == null) {
console.log("no Node");
return null;
} else {
return this.head;
}
} else if (curNode instanceof Node) {
// console.log("type of param is Node");
var tempNode = this.head;
while (true) {
if (tempNode == curNode) {
return curNode.next;
} else if (tempNode.last) {
// console.log("can't find the node here");
return null;
} else {
tempNode = tempNode.next;
}
}
} else {
console.log("returnNext returned null");
return null;
}
}
}
var canvas = document.querySelector("#canvas");
var ctx = canvas.getContext('2d');
// Image sources:
playerImg = new Image();
playerImg.src = 'bunny_final.png';
bgImage = new Image();
bgImage.src = 'map_test.gif'
const CANV2PLAYERSCALE = 2.5;
const PLAYER2BGSCALE = 2;
const CANV2BGSCALE = CANV2PLAYERSCALE * PLAYER2BGSCALE;
const BORDERWIDTH = 30;
var player = {
xOnCanv: 0,
yOnCanv: 0,
xOnMap: 0,
yOnMap: 0,
initXOnMap: 0,
initYOnMap: 0,
width: 32 * CANV2PLAYERSCALE,
height: 32 * CANV2PLAYERSCALE,
speed: 9
}
var canvasMax = {
width: player.width * 8,
height: player.height * 6
}
var center = {
x: (canvas.width - player.width) / 2,
y: (canvas.height - player.height) / 2
}
var sprite = {
totalFrame: 26,
curFrame: 0,
totalWidth: 32 * 26,
totalHeight: 32,
singleWidth: 32,
singleHeight: 32,
framesPerLoop: 2
}
var moveArray = {
down: [],
up: [],
left: [],
right: []
}
var stillArray = {
down: [],
up: [],
left: [],
right: []
}
var moveLinkedList = {
down: new CycleLinkedList(),
up: new CycleLinkedList(),
left: new CycleLinkedList(),
right: new CycleLinkedList()
}
var stillLinkedList = {
down: new CycleLinkedList(),
up: new CycleLinkedList(),
left: new CycleLinkedList(),
right: new CycleLinkedList()
}
var LEFT = false;
var RIGHT = false;
var UP = false;
var DOWN = false;
var mouse = {
xOnCanv: 0,
yOnCanv: 0,
xOnMap: 0,
yOnMap: 0,
toDest: false,
onDown: false,
e: null
//var isAtDest = true
}
var animation = {
fps: 26,
stillFrameCount: 1,
stillPosition: true
}
var stillPositionIndices = [
0, 1, 2, 7, 8, 9, 14, 19, 20, 21
];
// var canvasPropo = 0.6;
var map = {
pixelWidth: 256, // actual width in pixels
pixelHeight: 192, // actual height in pixels
canvWidth: 256 * CANV2BGSCALE, // in-game width
canvHeight: 192 * CANV2BGSCALE, // in-game height
segX: 0, // top-left x coord of the map segment
segY: 0, // top-left y coord of the map segment
xDest: 0, // x coord of player's dest set by mouse
yDest: 0, // y coord of player's dest set by mouse
};
var curDirection = 'DOWN';
var prevDirection = "DOWN";
var stopHrzFlag = false;
var stopVtcFlag = false;
var ranNum = 0;
var curCollision = null;
moveArray.down = [
3, 4, 3, 0, 5, 6, 5, 0];
moveArray.up = [
15, 16, 15, 14, 17, 18, 17, 14];
moveArray.left = [
10, 11, 10, 7, 12, 13, 12, 7];
moveArray.right = [
22, 23, 22, 19, 24, 25, 24, 19];
function createStillActionArray(stillIndex) {
// Do some still action stuff like blink, breathe, etc
if (stillIndex == 14) {
return [stillIndex];
} else {
var i, j;
var finalArray = [];
var still = [];
for (i = 0; i < 4; i++) {
still.push(stillIndex)
}
var blink = [
stillIndex + 2, stillIndex + 2,
stillIndex, stillIndex];
var sniff = [
stillIndex, stillIndex,
stillIndex + 1, stillIndex + 1];
finalArray.push.apply(finalArray, still);
for (i = 0; i < 2; i++) {
finalArray.push.apply(finalArray, sniff);
}
for (i = 0; i < 2; i++) {
finalArray.push.apply(finalArray, still);
finalArray.push.apply(finalArray, blink);
finalArray.push.apply(finalArray, still);
}
return finalArray;
}
}
stillArray.down = createStillActionArray(0);
stillArray.up = createStillActionArray(14);
stillArray.left = createStillActionArray(7);
stillArray.right = createStillActionArray(19);
stillLinkedList.down = new CycleLinkedList();
for (let val of stillArray.down) {
stillLinkedList.down.add(val);
}
stillLinkedList.up = new CycleLinkedList();
for (let val of stillArray.up) {
stillLinkedList.up.add(val);
}
stillLinkedList.left = new CycleLinkedList();
for (let val of stillArray.left) {
stillLinkedList.left.add(val);
}
stillLinkedList.right = new CycleLinkedList();
for (let val of stillArray.right) {
stillLinkedList.right.add(val);
}
moveLinkedList.down = new CycleLinkedList();
for (let val of moveArray.down) {
moveLinkedList.down.add(val);
}
moveLinkedList.up = new CycleLinkedList();
for (let val of moveArray.up) {
moveLinkedList.up.add(val);
}
moveLinkedList.left = new CycleLinkedList();
for (let val of moveArray.left) {
moveLinkedList.left.add(val);
}
moveLinkedList.right = new CycleLinkedList();
for (let val of moveArray.right) {
moveLinkedList.right.add(val);
}
var note = document.createElement("h1");
// create player & background:
function setup() {
canvas = document.querySelector("#canvas");
ctx = canvas.getContext('2d');
resize();
}
setup();
// re-size the canvas when re-sizing window:
function resize(e) {
if (window.innerWidth > canvasMax.width + BORDERWIDTH) {
canvas.width = canvasMax.width;
} else {
canvas.width = window.innerWidth - BORDERWIDTH;
}
if (window.innerHeight > canvasMax.height + BORDERWIDTH) {
canvas.height = canvasMax.height;
} else {
canvas.height = window.innerHeight - BORDERWIDTH;
}
centerPlayer();
render();
};
function centerPlayer() {
stopMove("a");
mouse.toDest = false;
// Try to set the player's position in the center of the map & canvas
centerMapSeg();
player.xOnCanv = (canvas.width - player.width) / 2;
player.yOnCanv = (canvas.height - player.height) / 2;
player.xOnMap = map.segX + canvas.width / 2 - player.width / 2;
player.yOnMap = map.segY + canvas.height / 2 - player.height / 2;
}
function centerMapSeg() {
map.segX = (map.canvWidth / 2 - canvas.width / 2);
map.segY = (map.canvHeight / 2 - canvas.height / 2);
}
// actually render the player onto the canvas
function render() {
// Draw Background:
ctx.drawImage(bgImage,
map.segX / CANV2BGSCALE, map.segY / CANV2BGSCALE,
canvas.width / CANV2BGSCALE, canvas.height / CANV2BGSCALE,
0, 0,
canvas.width, canvas.height,
);
// Draw Player:
ctx.drawImage(playerImg, // Image source
sprite.curFrame * sprite.singleWidth, 0, // top left coord
sprite.singleWidth, sprite.singleHeight, // width and height of pic
player.xOnCanv, player.yOnCanv, // top left's pos on canvas
player.width, player.height // size on canvas
);
}
function bgImageXLT() {
return (player.xOnCanv - (canvas.width - player.width) / 2) /
playerScaleIndex;
}
function bgImageYLT() {
return (player.yOnCanv - (canvas.height - player.height) / 2) /
playerScaleIndex;
}
// move to direction of the key pressed down
document.onkeydown = function (e) {
mouse.toDest = false;
resetStopFlag();
if (e.keyCode == 37) {
LEFT = true; // LEFT KEY
RIGHT = false;
UP = false;
DOWN = false;
// curDirection = 'LEFT';
} else if (e.keyCode == 39) {
RIGHT = true; // RIGHT KEY
LEFT = false;
UP = false;
DOWN = false;
// curDirection = 'RIGHT';
} else if (e.keyCode == 38) {
UP = true; // UP KEY
LEFT = false;
RIGHT = false;
DOWN = false;
// curDirection = 'UP';
} else if (e.keyCode == 40) {
DOWN = true; // DOWN KEY
LEFT = false;
RIGHT = false;
UP = false;
// curDirection = 'DOWN';
}
};
// stop when releasing previously pressed key
document.onkeyup = function (e) {
if (e.keyCode == 37) {
LEFT = false; // left
} else if (e.keyCode == 39) {
RIGHT = false; // right
} else if (e.keyCode == 38) {
UP = false; // down
} else if (e.keyCode == 40) {
DOWN = false; // up
}
};
//=>>>>>>>>>>>>>>>>>>>
//=>>> MOVE FUNC >>>>>
//=>>>>>>>>>>>>>>>>>>>
function move() {
prevDirection = curDirection;
if (atEndOfMap()) {
movePlayer();
} else {
shiftMap();
}
setCurDirection();
}
function atEndOfMap() {
if ((map.segX < player.speed) && (LEFT || RIGHT)) {
if (RIGHT && (player.xOnCanv + player.speed > (canvas.width - player.width) / 2)) {
return false;
}
return true;
} else if ((map.segX + canvas.width > (map.canvWidth - player.speed)) && (LEFT || RIGHT)) {
if (LEFT && (player.xOnCanv - player.speed < (canvas.width - player.width) / 2)) {
return false;
}
return true;
} else if ((map.segY + canvas.height > (map.canvHeight - player.speed)) && (UP || DOWN)) {
if (UP && (player.yOnCanv - player.speed < (canvas.height - player.height) / 2)) {
return false;
}
return true;
} else if ((map.segY < player.speed) && (UP || DOWN)) {
if (DOWN && (player.yOnCanv + player.speed > (canvas.height - player.height) / 2)) {
return false;
}
return true;
} else {
return false;
}
}
function shiftMap() {
// shift the map accordingly
if (LEFT) {
map.segX -= player.speed;
player.xOnMap -= player.speed;
} else if (RIGHT) {
map.segX += player.speed;
player.xOnMap += player.speed;
} else if (DOWN) {
map.segY += player.speed;
player.yOnMap += player.speed;
} else if (UP) {
map.segY -= player.speed;
player.yOnMap -= player.speed;
}
}
function movePlayer() {
// move according to the key pressed or released
if (LEFT) {
if (canGoLeft()) { player.xOnCanv -= player.speed; }
//console.log("move: LEFT")
} else if (RIGHT) {
if (canGoRight()) { player.xOnCanv += player.speed; }
//console.log("move: RIGHT")
} else if (DOWN) {
//console.log("move: DOWN")
if (canGoBottom()) { player.yOnCanv += player.speed; }
} else if (UP) {
//console.log("move: UP")
if (canGoTop()) { player.yOnCanv -= player.speed; }
}
// shift the player among the map as well
player.xOnMap = xOnMap(player.xOnCanv);
player.yOnMap = yOnMap(player.yOnCanv);
}
function setCurDirection() {
if (LEFT) { curDirection = 'LEFT'; }
else if (RIGHT) { curDirection = 'RIGHT'; }
else if (DOWN) { curDirection = 'DOWN'; }
else if (UP) { curDirection = 'UP'; }
}
// clears the canvas so that the moved object can be displayed
function clearCanvas() {
canvas.width = canvas.width;
}
////////////////////////////////
/// THE MAIN INTERVAL LOOP ///
////////////////////////////////
var mainIntervalLoop = setInterval(loopAlgorithm, 1000 / animation.fps); // allows for movement
// This algorithm is constantly looping
var introAnimeSec = 0;
var opacity = 0;
function loopAlgorithm() {
clearCanvas();
if (atCollision()) {
stopInterval();
centerPlayer(curCollision);
openTab();
} else if (mouse.toDest) {
moveToMouse(mouse.xOnMap, mouse.yOnMap);
} else {
setRandomNumber();
move();
}
incrementFrame();
render();
introAnimation();
// printBunnyInfo();
}
function introAnimation() {
if (introAnimeSec < (2 * animation.fps)) {
ctx.font = "30px Arial";
ctx.fillStyle = "white";
ctx.textAlign = "center";
opacity += 1 / (2 * animation.fps);
ctx.globalAlpha = opacity;
ctx.fillText("Welcome to V-World!", canvas.width / 2, canvas.height / 4);
introAnimeSec += 1;
} else if (introAnimeSec < (5 * animation.fps)) {
ctx.font = "30px Arial";
ctx.fillStyle = "white";
ctx.textAlign = "center";
ctx.fillText("Welcome to V-World!", canvas.width / 2, canvas.height / 4);
introAnimeSec += 1;
} else if (introAnimeSec < (6 * animation.fps)) {
ctx.font = "30px Arial";
ctx.fillStyle = "white";
ctx.textAlign = "center";
opacity -= 1 / (1 * animation.fps);
ctx.globalAlpha = opacity;
ctx.fillText("Welcome to V-World!", canvas.width / 2, canvas.height / 4);
introAnimeSec += 1;
}
}
function stopInterval() {
setTimeout(mainIntervalLoop, 10000);
}
function atCollision() {
if (((player.xOnMap >= 492) && (player.xOnMap <= 708)) &&
((player.yOnMap <= 250) && player.yOnMap >= 34)) {
curCollision = 'dream';
return true;
} else false;
}
// Opens a new webpage.
function openTab() {
switch (curCollision) {
case 'dream':
window.open("https://GameLikeWebsite.roypark1.repl.co/dream/tab1.html", "_self");
break;
default:
console.log("unidentified tab");
}
}
function canGoLeft() {
// can it go left
if (player.xOnCanv > player.speed) { return true; }
else { return false; }
}
function canGoRight() {
// can it go right
if (player.xOnCanv < (canvas.width - player.width - player.speed)) {
return true;
} else { return false; }
}
function canGoBottom() {
// can it go down
if (player.yOnCanv < (canvas.height - player.height - player.speed)) {
return true;
} else { return false; }
}
function canGoTop() {
// can it go up
if (player.yOnCanv > player.speed) { return true; }
else { return false; }
}
// the function that is going to be looped when using mouse-click
function moveToMouse(xDest, yDest) {
// move player to the coordinate of the mouse (x, y)
if (objAtXMouse(xDest) && objAtYMouse(yDest)) {
// console.log("option 1");
stopMove("a");
mouse.toDest = false; // obj sucessfully moved to destination
// console.log("obj coord: " + player.xOnCanv+ ", " + player.y);
} else if (!objAtXMouse(xDest) && !objAtYMouse(yDest)) {
// console.log("option 4");
stopMove("a");
if (distanceOf(player.initXOnMap, xDest) >
distanceOf(player.initYOnMap, yDest)) {
// console.log(ranNum);
if (playerHalfWay('x')) { // x > y
howToMoveY(yDest);
} else {
howToMoveX(xDest);
}
} else {
if (playerHalfWay('y')) { // y > x
howToMoveX(xDest);
} else {
howToMoveY(yDest);
}
}
move();
} else if (objAtXMouse(xDest) && !objAtYMouse(yDest)) {
// console.log("option 2");
stopMove("h");
howToMoveY(yDest);
move();
} else if (!objAtXMouse(xDest) && objAtYMouse(yDest)) {
// console.log("option 3");
stopMove("v");
howToMoveX(xDest);
move();
}
}
// gives instruction of how to move x coord
function howToMoveX(xDest) {
if (((player.xOnMap + player.width / 2.0) > xDest) && canGoLeft()) {
// if the xDest is on player's left and the player can go left
// console.log("howToMove: left");
LEFT = true;
RIGHT = false;
} else if ((xDest > (player.xOnMap + player.width / 2.0)) && canGoRight()) {
// if the xDest is on player's right and the player can go right
// console.log("howToMove: right");
RIGHT = true;
LEFT = false;
} else {
// can't move hrz-ly
stopHrzFlag = true;
stopMove("h");
}
}
// gives instruction of how to move y coord
function howToMoveY(yDest) {
if (((player.yOnMap + player.height / 2.0) > yDest) && canGoTop()) {
// move up
// console.log("howToMove: up");
UP = true;
DOWN = false;
} else if ((yDest > (player.yOnMap + player.height / 2.0)) && canGoBottom()) {
// move down
// console.log("howToMove: down");
DOWN = true;
UP = false;
} else {
// can't move vtc-ly
stopVtcFlag = true;
stopMove("v");
}
}
var prevMovingFlag = false;
var curMovingFlag = false;
function incrementFrame() {
// If moving to a different location
prevMovingFlag = curMovingFlag;
if (moving()) {
if (velocityChange() &&
animation.stillFrameCount < sprite.framesPerLoop) {
// repeat the same frame
animation.stillFrameCount += 1;
}
curMovingFlag = true;
movingAction();
//https://opengameart.org/content/bunny-rabbit-lpc-style-for-pixelfarm
} else if (!checkStillPosition()) {
curMovingFlag = true;
moveToStill();
} else {
curMovingFlag = false;
if (velocityChange() &&
animation.stillFrameCount < sprite.framesPerLoop) {
// repeat the same frame
animation.stillFrameCount += 1;
}
stillAction();
//console.log("still action")
}
}
var moveLinkedListToUse = moveLinkedList.down;
var curNode = null;
function movingAction() {
if (directionChange() || velocityChange()) {
if (LEFT) {
moveLinkedListToUse = moveLinkedList.left;
curNode = null;
} else if (RIGHT) {
moveLinkedListToUse = moveLinkedList.right;
curNode = null;
} else if (UP) {
moveLinkedListToUse = moveLinkedList.up;
curNode = null;
} else if (DOWN) {
moveLinkedListToUse = moveLinkedList.down;
curNode = null;
}
}
curNode = animateNextFrame(moveLinkedListToUse, curNode);
}
function animateNextFrame(linkedList, node) {
if (animation.stillFrameCount < sprite.framesPerLoop) {
// repeat the same frame
animation.stillFrameCount += 1;
return node;
} else {
animation.stillFrameCount = 1; // reset still Frame Count
// switch to the next frame
node = linkedList.returnNext(node);
sprite.curFrame = node.data;
return node;
}
}
function checkStillPosition() {
if (stillPositionIndices.includes(sprite.curFrame)) {
// if the player is in its still frame
return true;
} else {
return false;
}
// This could be improved by also including the stillFrame count in the if statement
}
function moving() {
if (LEFT || RIGHT || UP || DOWN) {
return true;
} else {
return false;
}
}
function moveToStill() {
curNode = animateNextFrame(moveLinkedListToUse, curNode);
}
var stillNode = null;
var stillLinkedListToUse = stillLinkedList.down;
function stillAction() {
if (velocityChange()) {
if (curDirection == 'LEFT') {
stillLinkedListToUse = stillLinkedList.left;
stillNode = null;
} else if (curDirection == 'RIGHT') {
stillLinkedListToUse = stillLinkedList.right;
stillNode = null;
} else if (curDirection == 'UP') {
stillLinkedListToUse = stillLinkedList.up;
stillNode = null;
} else if (curDirection == 'DOWN') {
stillLinkedListToUse = stillLinkedList.down;
stillNode = null;
}
}
stillNode = animateNextFrame(stillLinkedListToUse, stillNode);
}
function directionChange() {
if (prevDirection != curDirection) {
return true;
} else {
return false;
}
}
function velocityChange() {
if (prevMovingFlag != curMovingFlag) {
return true;
} else {
return false;
}
}
function xOnMap(xOnCanv) {
return xOnCanv + map.segX;
}
function yOnMap(yOnCanv) {
return yOnCanv + map.segY;
}
function xOnCanv(xInput) {
return xInput - (window.innerWidth - canvas.width) / 2;
}
function yOnCanv(yInput) {
return yInput - (window.innerHeight - canvas.height) / 2;
}
// when touching the screen
/*
document.ontouchstart = (e) => {
mouse.toDest = true;
console.log(`${mouse.xOnMap}, ${mouse.xOnMap}`);
stopAllMove();
mouse.xOnCanv = xOnCanv(e.touches[0].clientX); // Get the x coord of mouse on window
mouse.yOnCanv = yOnCanv(e.touches[0].clientY); // Get the y coord of mouse on window
mouse.xOnMap = xOnMap(mouse.xOnCanv);
mouse.yOnMap = yOnMap(mouse.yOnCanv);
player.initXOnMap = player.xOnMap;
player.initYOnMap = player.yOnMap;
}
document.ontouchmove = (e) => {
mouse.toDest = true;
console.log(`${mouse.xOnMap}, ${mouse.xOnMap}`);
stopAllMove();
mouse.xOnCanv = xOnCanv(e.touches[0].clientX); // Get the x coord of mouse on window
mouse.yOnCanv = yOnCanv(e.touches[0].clientY); // Get the y coord of mouse on window
mouse.xOnMap = xOnMap(mouse.xOnCanv);
mouse.yOnMap = yOnMap(mouse.yOnCanv);
player.initXOnMap = player.xOnMap;
player.initYOnMap = player.yOnMap;
}
*/
// when clicking mouse on the canvas
document.onmousemove = (e) => {
if (e.which == 1 || e.which == 3) {
clickAction(e);
// console.log(e.clientX + " / " + e.clientY);
// mouse.onDown = true;
}
}
document.onmousedown = (e) => {
if (e.which == 1 || e.which == 3) {
clickAction(e);
}
}
function clickAction(e) {
mouse.toDest = true;
console.log(`${mouse.xOnMap}, ${mouse.xOnMap}`);
stopMove("a");
mouse.xOnCanv = xOnCanv(e.clientX); // Get the x coord of mouse on window
mouse.yOnCanv = yOnCanv(e.clientY); // Get the y coord of mouse on window
mouse.xOnMap = xOnMap(mouse.xOnCanv);
mouse.yOnMap = yOnMap(mouse.yOnCanv);
player.initXOnMap = player.xOnMap;
player.initYOnMap = player.yOnMap;
}
////Use MOUSEMOVE
// function setMouseDest() {
// e = mouse.e;
// if (mouse.toDest) {
// // console.log(`${e.clientX}, ${e.clientY}`)
// console.log(`${mouse.xOnMap}, ${mouse.xOnMap}`)
// stopAllMove();
// mouse.xOnCanv = xOnCanv(e.clientX); // Get the x coord of mouse on window
// mouse.yOnCanv = yOnCanv(e.clientY); // Get the y coord of mouse on window
// mouse.xOnMap = xOnMap(mouse.xOnCanv);
// mouse.yOnMap = yOnMap(mouse.yOnCanv);
// player.initXOnMap = player.xOnMap;
// player.initYOnMap = player.yOnMap;
// }
// }
// function setMouseDest() {
// }
/*
function click(e) {
mouse.xOnCanv = xOnCanv(e.clientX); // Get the x coord of mouse on window
mouse.yOnCanv = yOnCanv(e.clientY); // Get the y coord of mouse on window
mouse.xOnMap = xOnMap(mouse.xOnCanv);
mouse.yOnMap = yOnMap(mouse.yOnCanv);
player.initXOnMap = player.xOnMap;
player.initYOnMap = player.yOnMap;
mouse.toDest = true;
setRandomNumber();
stopAllMove();
// console.log("canvas coord: " +mouse.x + ", " + mouse.y);
// console.log(`actual coord: ${e.clientX}, ${e.clientY}`);
};
*/
function setRandomNumber() {
ranNum = Math.floor(Math.random() * 2);
}
function playerHalfWay(caseVal) {
if ((caseVal == 'x') &&
(distanceOf(player.xOnMap, mouse.xOnMap) <=
distanceOf(player.initXOnMap, mouse.xOnMap) / 2)) {
return true
} else if ((caseVal == 'y') &&
(distanceOf(player.yOnMap, mouse.yOnMap) <=
distanceOf(player.initYOnMap, mouse.yOnMap) / 2)) {
return true;
} else {
// console.log("ERROR IN playerHalfWay")
return false;
}
}
function distanceOf(p1, p2) {
return Math.abs(p1 - p2);
}
// window.addEventListener("mousedown", click);
window.addEventListener("resize", resize);
function objAtXMouse(xDest) {
if (stopHrzFlag ||
((Math.abs(player.xOnMap + player.width / 2 - xDest)) <= (player.speed))) {
// console.log("obj atmouse.x");
return true;
} else {
return false;
}
}
function objAtYMouse(yDest) {
if (stopVtcFlag ||
((Math.abs(player.yOnMap + player.height / 2 - yDest)) <= (player.speed))) {
return true;
} else {
return false;
}
}
function resetStopFlag() {
stopHrzFlag = false; // reset the flags
stopVtcFlag = false;
}
function stopMove(id) {
switch(id) {
case "h":
LEFT , RIGHT = false;
break;
case "v":
UP, DOWN = false;
break;
case "a":
LEFT , RIGHT, UP, DOWN = false;//
break;
default:
console.log("error in stopMove: id unidentified");
}
}
function stopHrzMove() {
LEFT = false;
RIGHT = false;
}
function stopVtcMove() {
UP = false;
DOWN = false;
}
function stopAllMove() {
stopHrzMove();
stopVtcMove();
resetStopFlag();
}
function printBunnyInfo() {
console.log(`player.xOnCanv = ${player.xOnCanv}, player.yOnCanv = ${player.yOnCanv}`);
console.log(`player.xOnMap = ${player.xOnMap}, player.yOnMap = ${player.yOnMap}`);
}
});