# Build a Space Game Part 2: Draw Hero and Monsters to Canvas ## Pre-Lecture Quiz [Pre-lecture quiz](https://ashy-river-0debb7803.1.azurestaticapps.net/quiz/31) ## The Canvas 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. ✅ Read [more about the Canvas API](https://developer.mozilla.org/docs/Web/API/Canvas_API) on MDN. Here's how it's typically declared, as part of the page's body: ```html ``` Above we are setting the `id`, `width` and `height`. - `id`: set this so you can obtain a reference when you need to interact with it. - `width`: this is the width of the element. - `height`: this is the height of the element. ## Drawing simple geometry 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. ![the canvas's grid](canvas_grid.png) > Image from [MDN](https://developer.mozilla.org/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes) To draw on the canvas element you will need to go through the following steps: 1. **Get a reference** to the Canvas element. 1. **Get a reference** on the Context element that sits on the canvas element. 1. **Perform a drawing operation** using the context element. Code for the above steps usually looks like so: ```javascript // draws a red rectangle //1. get the canvas reference canvas = document.getElementById("myCanvas"); //2. set the context to 2D to draw basic shapes ctx = canvas.getContext("2d"); //3. fill it with the color red ctx.fillStyle = 'red'; //4. and draw a rectangle with these parameters, setting location and size ctx.fillRect(0,0, 200, 200) // x,y,width, height ``` ✅ 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/docs/Web/API/WebGL_API). You can draw all sorts of things with the Canvas API like: - **Geometrical shapes**, we've already showed how to draw a rectangle, but there is much more you can draw. - **Text**, you can draw a text with any font and color you wish. - **Images**, you can draw an image based off of an image asset like a .jpg or .png for example. ✅ 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). ## Load and draw an image asset 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: ### Load asset ```javascript const img = new Image(); img.src = 'path/to/my/image.png'; img.onload = () => { // image loaded and ready to be used } ``` ### Load asset pattern 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: ```javascript function loadAsset(path) { return new Promise((resolve) => { const img = new Image(); img.src = path; img.onload = () => { // image loaded and ready to be used resolve(img); } }) } // use like so async function run() { const heroImg = await loadAsset('hero.png') const monsterImg = await loadAsset('monster.png') } ``` To draw game assets to a screen, your code would look like this: ```javascript async function run() { const heroImg = await loadAsset('hero.png') const monsterImg = await loadAsset('monster.png') canvas = document.getElementById("myCanvas"); ctx = canvas.getContext("2d"); ctx.drawImage(heroImg, canvas.width/2,canvas.height/2); ctx.drawImage(monsterImg, 0,0); } ``` ## Now it's time to start building your game ### What to build 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: - Hero ship ![Hero ship](solution/assets/player.png) - 5*5 monster ![Monster ship](solution/assets/enemyShip.png) ### Recommended steps to start development Locate the files that have been created for you in the `your-work` sub folder. It should contain the following: ```bash -| assets -| enemyShip.png -| player.png -| index.html -| app.js -| package.json ``` 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). Start your project by navigating to the `your_work` folder: ```bash cd your-work npm start ``` 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 > Note: to see changes on your screen, refresh your browser. ### Add code Add the needed code to `your-work/app.js` to solve the below 1. **Draw** a canvas with black background > 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. 2. **Load** textures > 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! 3. **Draw** hero in the center of the screen in the bottom half > tip: use the `drawImage` API to draw heroImg to the screen, setting `canvas.width / 2 - 45` and `canvas.height - canvas.height / 4)`; 4. **Draw** 5*5 monsters > tip: Now you can uncomment the code to draw enemies on the screen. Next, go to the `createEnemies` function and build it out. First, set up some constants: ```javascript const MONSTER_TOTAL = 5; const MONSTER_WIDTH = MONSTER_TOTAL * 98; const START_X = (canvas.width - MONSTER_WIDTH) / 2; const STOP_X = START_X + MONSTER_WIDTH; ``` then, create a loop to draw the array of monsters onto the screen: ```javascript for (let x = START_X; x < STOP_X; x += 98) { for (let y = 0; y < 50 * 5; y += 50) { ctx.drawImage(enemyImg, x, y); } } ``` ## Result The finished result should look like so: ![Black screen with a hero and 5*5 monsters](partI-solution.png) ## Solution Please try solving it yourself first but if you get stuck, have a look at a [solution](solution/app.js) --- ## 🚀 Challenge You've learned about drawing with the 2D-focused Canvas API; take a look at the [WebGL API](https://developer.mozilla.org/docs/Web/API/WebGL_API), and try to draw a 3D object. ## Post-Lecture Quiz [Post-lecture quiz](https://ashy-river-0debb7803.1.azurestaticapps.net/quiz/32) ## Review & Self Study Learn more about the Canvas API by [reading about it](https://developer.mozilla.org/docs/Web/API/Canvas_API). ## Assignment [Play with the Canvas API](assignment.md)