Thunderfist

Character sprite not appearing

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I've been working on an action RPG for quite a while now, and I finally got my map to appear. Now I'm having a hard time getting my character sprite to appear. I have no idea what I should do about this.

Here's my code:

 

//establish variables


var canvasBg = document.getElementById("canvasBg"),
    ctxBg = canvasBg.getContext("2d"),
    canvasEntities = document.getElementById("canvasEntities"),
    ctxEntities = canvasEntities.getContext("2d"),
    canvasWidth = canvasBg.width,
    canvasHeight = canvasBg.height,
    player1 = new Player(),
    isPlaying = false,
    obstacles = [],
    //animation
    requestAnimFrame = window.requestAnimationFrame ||
                       window.webkitRequestAnimationFrame ||
                       window.mozRequestAnimationFrame ||
                       window.oRequestAnimationFrame ||
                       window.msRequestAnimationFrame ||
                       function (callback) {
            window.setTimeout(callback, 1000 / 60);
        },
    imgSprite = new Image();
imgSprite.src = "img/testroomImage.png";
imgSprite.addEventListener("load", init, false);

    player1.src = "img/player.png";
function init() {
    document.addEventListener("keydown", function(e) {checkKey(e, true);}, false);
    document.addEventListener("keyup", function(e) {checkKey(e, false);}, false);
    defineObstacles();
    begin();
}
 
function begin() {
    ctxBg.drawImage(imgSprite, 0, 0, canvasWidth, canvasHeight, 0, 0, canvasWidth, canvasHeight);
    isPlaying = true;
    requestAnimFrame(loop);
}

function update() {
    clearCtx(ctxEntities);
    player1.update();
}

function draw() {
    player1.draw();
}

function loop() {
    if (isPlaying) {
        update();
        draw();
        requestAnimFrame(loop);
    }
}

function clearCtx(ctx) {
    ctx.clearRect(0, 0, canvasWidth, canvasHeight);
}

function randomRange(min, max) {
    return Math.floor(Math.random() * (max + 1 - min)) + min;
}

function Player() {
    this.srcX = 0;
    this.srcY = 600;
    this.width = 35;
    this.height = 54;
    this.drawX = 400;
    this.drawY = 300;
    this.centerX = this.drawX + (this.width / 2);
    this.centerY = this.drawY + (this.height / 2);
    this.speed = 2;
    this.isUpKey = false;
    this.isRightKey = false;
    this.isDownKey = false;
    this.isLeftKey = false;

}

Player.prototype.update = function () {
    this.centerX = this.drawX + (this.width / 2);
    this.centerY = this.drawY + (this.height / 2);
    this.checkDirection();
};

Player.prototype.draw = function () {
    ctxEntities.drawImage(imgSprite, this.srcX, this.srcY, this.width, this.height, this.drawX, this.drawY, this.width, this.height);
};

Player.prototype.checkDirection = function () {
    var newDrawX = this.drawX,
        newDrawY = this.drawY,
        obstacleCollision = false;
    if (this.isUpKey) {
        newDrawY -= this.speed;
        this.srcX = 35; //Facing North
    } else if (this.isDownKey) {
        newDrawY += this.speed;
        this.srcX = 0; //Facing South
    } else if (this.isRightKey) {
        newDrawX += this.speed;
        this.srcX = 105; //Facing East
    } else if (this.isLeftKey) {
        newDrawX -= this.speed;
        this.srcX = 70; //Facing West
    }
    
    obstacleCollision = this.checkObstacleCollide(newDrawX, newDrawY);
    
    if (!obstacleCollision && !outOfBounds(this, newDrawX, newDrawY)) {
        this.drawX = newDrawX;
        this.drawY = newDrawY;
    }
};

Player.prototype.checkObstacleCollide = function (newDrawX, newDrawY) {
    var obstacleCounter = 0,
        newCenterX = newDrawX + (this.width / 2),
        newCenterY = newDrawY + (this.height / 2);
    for (var i = 0; i < obstacles.length; i++) {
        if (obstacles[i].leftX < newCenterX &&
            newCenterX < obstacles[i].rightX &&
           obstacles[i].topY -20 < newCenterY &&
           newCenterY < obstacles[i].bottomY - 20) {
            obstacleCounter = 0;
        } else {
            obstacleCounter++;
        }
    }

if (obstacleCounter === obstacles.length) {
    return false;
    } else {
    return true;
    }
};

function Obstacle(x, y, w, h) {
    this.drawX = x;
    this.drawY = y;
    this.width = w;
    this.height = h;
    this.leftX = this.drawX;
    this.rightX = this.drawX + this.width;
    this.topY = this.drawY;
    this.bottomY = this.drawY + this.height;
}

function defineObstacles() {
    var treeWidth = 65,
    treeHeight = 90,
    rockDimensions = 30,
    bushHeight = 28;
    
    obstacles = [new Obstacle(78, 360, treeWidth, treeHeight),
        new Obstacle(390, 395, treeWidth, treeHeight),
        new Obstacle(415, 102, treeWidth, treeHeight),
        new Obstacle(619, 185, treeWidth, treeHeight),
        new Obstacle(97, 63, rockDimensions, rockDimensions),
        new Obstacle(296, 379, rockDimensions, rockDimensions),
        new Obstacle(285, 25, 150, bushHeight),
        new Obstacle(570, 138, 150, bushHeight),
        new Obstacle(605, 492, 90, bushHeight)];
}

function checkKey(e, value) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38) { //up arrow
        player1.isUpKey = value;
        e.preventDefault();
    }
    if (keyID === 39) { //right arrow
        player1.isRightKey = value;
        e.preventDefault();
    }
    if (keyID === 40) { //down arrow
        player1.isDownKey = value;
        e.preventDefault();
    }
    if (keyID === 37) { //left arrow
        player1.isLeftKey = value;
        e.preventDefault();
    }
    if (keyID === 32) { //spacebar
        player1.isSpacebar = value;
        e.preventDefault();
    }
};

function outOfBounds(a, x, y) {
    var newBottomY = y + a.height,
        newTopY = y,
        newRightX = x + a.width,
        newLeftX = x,
        treeLineTop = 5,
        treeLineBottom = 570,
        treeLineRight = 750,
        treeLineLeft = 65;
    return newBottomY > treeLineBottom ||
        newTopY < treeLineTop ||
        newRightX > treeLineRight ||
        newLeftX < treeLineLeft;
}

Any ideas for what can be done to make the sprite appear?

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