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216 lines
7.0 KiB
216 lines
7.0 KiB
4 years ago
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# Build a Space Game Part 2: Draw Hero and Monsters to Canvas
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## Pre-Lecture Quiz
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[Pre-lecture quiz](.github/pre-lecture-quiz.md)
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## The Canvas
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The canvas is an HTML element that by default has no content; it's a blank slate. You need to add to it by drawing on it.
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✅ Read [more about the Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API) on MDN.
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Here's how it's typically declared, as part of the page's body:
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```html
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<canvas id="myCanvas" width="200" height="100"></canvas>
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```
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Above we are setting the `id`, `width` and `height`.
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- `id`: set this so you can obtain a reference when you need to interact with it.
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- `width`: this is the width of the element.
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- `height`: this is the height of the element.
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## Drawing simple geometry
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The Canvas is using a cartesian coordinate system to draw things. Thus it uses an x-axis and y-axis to express where something is located. The location `0,0` is the top left position and the bottom right is what you said to be the WIDTH and HEIGHT of the canvas.
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![the canvas's grid](canvas_grid.png)
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> Image from [MDN](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes)
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To draw on the canvas element you will need to go through the following steps:
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1. **Get a reference** to the Canvas element.
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1. **Get a reference** on the Context element that sits on the canvas element.
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1. **Perform a drawing operation** using the context element.
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Code for the above steps usually looks like so:
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```javascript
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// draws a red rectangle
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//1. get the canvas reference
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canvas = document.getElementById("myCanvas");
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//2. set the context to 2D to draw basic shapes
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ctx = canvas.getContext("2d");
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//3. fill it with the color red
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ctx.fillStyle = 'red';
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//4. and draw a rectangle with these parameters, setting location and size
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ctx.fillRect(0,0, 200, 200) // x,y,width, height
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```
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✅ The Canvas API mostly focuses on 2D shapes, but you can also draw 3D elements to a web site; for this, you might use the [WebGL API](https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API).
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You can draw all sorts of things with the Canvas API like:
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- **Geometrical shapes**, we've already showed how to draw a rectangle, but there is much more you can draw.
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- **Text**, you can draw a text with any font and color you wish.
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- **Images**, you can draw an image based off of an image asset like a .jpg or .png for example.
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✅ Try it! You know how to draw a rectangle, can you draw a circle to a page? Take a look at some interesting Canvas drawings on CodePen. Here's a [particularly impressive example](https://codepen.io/dissimulate/pen/KrAwx).
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## Load and draw an image asset
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You load an image asset by creating an `Image` object and set its `src` property. Then you listen to the `load` event to know when it's ready to be used. The code looks like this:
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### Load asset
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```javascript
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const img = new Image();
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img.src = 'path/to/my/image.png';
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img.onload = () => {
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// image loaded and ready to be used
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}
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```
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### Load asset pattern
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It's recommended to wrap the above in a construct like so, so it's easier to use and you only try to manipulate it when it's fully loaded:
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```javascript
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async function loadAsset(path) {
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return new Promise((resolve) => {
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const img = new Image();
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img.src = path;
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img.onload = () => {
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// image loaded and ready to be used
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}
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resolve(img);
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})
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}
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// use like so
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async function run() {
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const heroImg = await loadAsset('hero.png')
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const monsterImg = await loadAsset('monster.png')
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}
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```
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To draw game assets to a screen, your code would look like this:
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```javascript
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async function run() {
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const heroImg = await loadAsset('hero.png')
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const monsterImg = await loadAsset('monster.png')
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canvas = document.getElementById("myCanvas");
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ctx = canvas.getContext("2d");
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ctx.drawImage(heroImg, canvas.width/2,canvas.height/2);
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ctx.drawImage(monsterImg, 0,0);
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}
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```
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## Now it's time to start building your game
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### What to build
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You will build a web page with a Canvas element. It should render a black screen `1024*768`. We've provided you with two images:
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- Hero ship
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![Hero ship](solution/assets/player.png)
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- 5*5 monster
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![Monster ship](solution/assets/enemyShip.png)
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### Recommended steps to start development
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Locate the files that have been created for you in the `your-work` sub folder. It should contain the following:
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```bash
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-| assets
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-| enemyShip.png
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-| player.png
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-| index.html
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-| app.js
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-| package.json
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```
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Open the copy of this folder in Visual Studio Code. You need to have a local development environment setup, preferably with Visual Studio Code with NPM and Node installed. If you don't have `npm` set up on your computer, [here's how to do that](https://www.npmjs.com/get-npm).
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Start your project by navigating to the `your_work` folder:
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```bash
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cd your-work
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npm start
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```
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The above will start a HTTP Server on address `http://localhost:5000`. Open up a browser and input that address. It's a blank page right now, but that will change
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> Note: to see changes on your screen, refresh your browser.
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### Add code
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Add the needed code to `your-work/app.js` to solve the below
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1. **Draw** a canvas with black background
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> tip: add two lines under the appropriate TODO in `/app.js`, setting the `ctx` element to be black and the top/left coordinates to be at 0,0 and the height and width to equal that of the canvas.
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2. **Load** textures
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> tip: add the player and enemy images using `await loadTexture` and passing in the image path. You won't see them on the screen yet!
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3. **Draw** hero in the center of the screen in the bottom half
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> tip: use the `drawImage` API to draw heroImg to the screen, setting `canvas.width / 2 - 45` and `canvas.height - canvas.height / 4)`;
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4. **Draw** 5*5 monsters
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> tip: Now you can uncomment the code to draw enemies on the screen. Next, go to the `createEnemies` function and build it out.
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First, set up some constants:
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```javascript
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const MONSTER_TOTAL = 5;
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const MONSTER_WIDTH = MONSTER_TOTAL * 98;
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const START_X = (canvas.width - MONSTER_WIDTH) / 2;
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const STOP_X = START_X + MONSTER_WIDTH;
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```
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then, create a loop to draw the array of monsters onto the screen:
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```javascript
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for (let x = START_X; x < STOP_X; x += 98) {
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for (let y = 0; y < 50 * 5; y += 50) {
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ctx.drawImage(enemyImg, x, y);
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}
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}
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```
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## Result
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The finished result should look like so:
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![Black screen with a hero and 5*5 monsters](partI-solution.png)
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## Solution
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Please try solving it yourself first but if you get stuck, have a look at a [solution](solution/app.js)
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---
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## 🚀 Challenge
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You've learned about drawing with the 2D-focused Canvas API; take a look at the [WebGL API](https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API), and try to draw a 3D object.
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## Post-Lecture Quiz
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[Post-lecture quiz](.github/post-lecture-quiz.md)
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## Review & Self Study
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Learn more about the Canvas API by [reading about it](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).
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## Assignment
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[Play with the Canvas API](assignment.md)
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