You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Web-Dev-For-Beginners/translations/en/6-space-game/3-moving-elements-around/README.md

13 KiB

Build a Space Game Part 3: Adding Motion

Pre-Lecture Quiz

Pre-lecture quiz

Games become more engaging when objects like aliens start moving on the screen! In this lesson, well explore two types of movement:

  • Keyboard/Mouse movement: when the user interacts with the keyboard or mouse to move an object on the screen.
  • Game-induced movement: when the game itself moves an object at regular intervals.

How do we make objects move on the screen? Its all about cartesian coordinates: we update the position (x, y) of the object and then redraw the screen.

To achieve movement on the screen, you typically follow these steps:

  1. Set a new position for the object. This makes it appear as though the object has moved.
  2. Clear the screen. The screen needs to be cleared between redraws. This can be done by drawing a rectangle filled with a background color.
  3. Redraw the object at its new position. This completes the process of moving the object from one location to another.

Heres an example of what this looks like in code:

//set the hero's location
hero.x += 5;
// clear the rectangle that hosts the hero
ctx.clearRect(0, 0, canvas.width, canvas.height);
// redraw the game background and hero
ctx.fillRect(0, 0, canvas.width, canvas.height)
ctx.fillStyle = "black";
ctx.drawImage(heroImg, hero.x, hero.y);

Can you think of why redrawing your hero multiple times per second might lead to performance issues? Check out alternatives to this pattern.

Handle keyboard events

Events are handled by attaching specific actions to code. Keyboard events are triggered on the entire window, while mouse events like click can be tied to specific elements. In this project, well focus on keyboard events.

To handle an event, you use the windows addEventListener() method, which takes two parameters. The first is the name of the event, such as keyup. The second is the function to be executed when the event occurs.

Heres an example:

window.addEventListener('keyup', (evt) => {
  // `evt.key` = string representation of the key
  if (evt.key === 'ArrowUp') {
    // do something
  }
})

For keyboard events, there are two properties on the event object that can help identify which key was pressed:

  • key: A string representation of the pressed key, such as ArrowUp.
  • keyCode: A numeric representation, such as 37, which corresponds to ArrowLeft.

Key event manipulation is useful beyond game development. Can you think of other applications for this technique?

Special keys: a caveat

Some special keys affect the browser window. For example, if youre listening for a keyup event and use these keys to move your hero, it might also trigger horizontal scrolling. To prevent this, you can disable the browsers default behavior using code like this:

let onKeyDown = function (e) {
  console.log(e.keyCode);
  switch (e.keyCode) {
    case 37:
    case 39:
    case 38:
    case 40: // Arrow keys
    case 32:
      e.preventDefault();
      break; // Space
    default:
      break; // do not block other keys
  }
};

window.addEventListener('keydown', onKeyDown);

The code above ensures that the arrow keys and the spacebar have their default behavior disabled. This is achieved by calling e.preventDefault().

Game-induced movement

Objects can move automatically using timers like setTimeout() or setInterval(), which update the objects position at regular intervals. Heres an example:

let id = setInterval(() => {
  //move the enemy on the y axis
  enemy.y += 10;
})

The game loop

The game loop is a function that runs at regular intervals, drawing everything that should be visible to the player. It includes all game objects, unless theyre no longer part of the game (e.g., an enemy destroyed by a laser). Youll learn more about this in later lessons.

Heres an example of a typical game loop in code:

let gameLoopId = setInterval(() =>
  function gameLoop() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    drawHero();
    drawEnemies();
    drawStaticObjects();
}, 200);

This loop redraws the canvas every 200 milliseconds. You can adjust the interval to suit your games needs.

Continuing the Space Game

Youll build on the existing code. Start with the code you completed in Part I or use the starter code from Part II.

  • Moving the hero: Add code to move the hero using the arrow keys.
  • Moving enemies: Add code to make enemies move from top to bottom at a fixed rate.

Locate the files in the your-work folder. It should contain the following:

-| assets
  -| enemyShip.png
  -| player.png
-| index.html
-| app.js
-| package.json

Start your project in the your_work folder by running:

cd your-work
npm start

This will start an HTTP server at http://localhost:5000. Open this address in a browser. At this point, you should see the hero and enemies rendered, but nothing is moving yet!

Add code

  1. Create dedicated objects for hero, enemy, and game object. These should have x and y properties. (Refer to the section on Inheritance or composition).

    HINT: The game object should include x and y properties and the ability to draw itself on the canvas.

    Tip: Start by creating a GameObject class with the following constructor, and then draw it on the canvas:

    
     class GameObject {
       constructor(x, y) {
         this.x = x;
         this.y = y;
         this.dead = false;
         this.type = "";
         this.width = 0;
         this.height = 0;
         this.img = undefined;
       }
    
       draw(ctx) {
         ctx.drawImage(this.img, this.x, this.y, this.width, this.height);
       }
     }
    

    Next, extend the GameObject class to create the Hero and Enemy classes:

     class Hero extends GameObject {
       constructor(x, y) {
         ...it needs an x, y, type, and speed
       }
     }
    
     class Enemy extends GameObject {
       constructor(x, y) {
         super(x, y);
         (this.width = 98), (this.height = 50);
         this.type = "Enemy";
         let id = setInterval(() => {
           if (this.y < canvas.height - this.height) {
             this.y += 5;
           } else {
             console.log('Stopped at', this.y)
             clearInterval(id);
           }
         }, 300)
       }
     }
    
  2. Add key-event handlers to handle navigation (move the hero up, down, left, or right).

    REMEMBER: The coordinate system starts at 0,0 in the top-left corner. Also, dont forget to disable default browser behavior.

    Tip: Create an onKeyDown function and attach it to the window:

     let onKeyDown = function (e) {
           console.log(e.keyCode);
             ...add the code from the lesson above to stop default behavior
           }
     };
    
     window.addEventListener("keydown", onKeyDown);
    

    Check your browser console to see the keystrokes being logged.

  3. Implement the Pub-Sub pattern to keep your code organized as you progress.

    To do this:

    1. Add an event listener to the window:

       window.addEventListener("keyup", (evt) => {
         if (evt.key === "ArrowUp") {
           eventEmitter.emit(Messages.KEY_EVENT_UP);
         } else if (evt.key === "ArrowDown") {
           eventEmitter.emit(Messages.KEY_EVENT_DOWN);
         } else if (evt.key === "ArrowLeft") {
           eventEmitter.emit(Messages.KEY_EVENT_LEFT);
         } else if (evt.key === "ArrowRight") {
           eventEmitter.emit(Messages.KEY_EVENT_RIGHT);
         }
       });
      
    2. Create an EventEmitter class to handle publishing and subscribing to messages:

       class EventEmitter {
         constructor() {
           this.listeners = {};
         }
      
         on(message, listener) {
           if (!this.listeners[message]) {
             this.listeners[message] = [];
           }
           this.listeners[message].push(listener);
         }
      
         emit(message, payload = null) {
           if (this.listeners[message]) {
             this.listeners[message].forEach((l) => l(message, payload));
           }
         }
       }
      
    3. Add constants and set up the EventEmitter:

       const Messages = {
         KEY_EVENT_UP: "KEY_EVENT_UP",
         KEY_EVENT_DOWN: "KEY_EVENT_DOWN",
         KEY_EVENT_LEFT: "KEY_EVENT_LEFT",
         KEY_EVENT_RIGHT: "KEY_EVENT_RIGHT",
       };
      
       let heroImg, 
           enemyImg, 
           laserImg,
           canvas, ctx, 
           gameObjects = [], 
           hero, 
           eventEmitter = new EventEmitter();
      
    4. Initialize the game:

    function initGame() { gameObjects = []; createEnemies(); createHero();

    eventEmitter.on(Messages.KEY_EVENT_UP, () => { hero.y -=5 ; })

    eventEmitter.on(Messages.KEY_EVENT_DOWN, () => { hero.y += 5; });

    eventEmitter.on(Messages.KEY_EVENT_LEFT, () => { hero.x -= 5; });

    eventEmitter.on(Messages.KEY_EVENT_RIGHT, () => { hero.x += 5; }); }

    
    
  4. Set up the game loop

    Refactor the window.onload function to initialize the game and set up a game loop with a suitable interval. Add a laser beam:

     window.onload = async () => {
       canvas = document.getElementById("canvas");
       ctx = canvas.getContext("2d");
       heroImg = await loadTexture("assets/player.png");
       enemyImg = await loadTexture("assets/enemyShip.png");
       laserImg = await loadTexture("assets/laserRed.png");
    
       initGame();
       let gameLoopId = setInterval(() => {
         ctx.clearRect(0, 0, canvas.width, canvas.height);
         ctx.fillStyle = "black";
         ctx.fillRect(0, 0, canvas.width, canvas.height);
         drawGameObjects(ctx);
       }, 100)
    
     };
    
  5. Add code to move enemies at regular intervals.

    Refactor the createEnemies() function to generate enemies and add them to the new gameObjects class:

     function createEnemies() {
       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;
    
       for (let x = START_X; x < STOP_X; x += 98) {
         for (let y = 0; y < 50 * 5; y += 50) {
           const enemy = new Enemy(x, y);
           enemy.img = enemyImg;
           gameObjects.push(enemy);
         }
       }
     }
    

    Create a createHero() function to do the same for the hero:

     function createHero() {
       hero = new Hero(
         canvas.width / 2 - 45,
         canvas.height - canvas.height / 4
       );
       hero.img = heroImg;
       gameObjects.push(hero);
     }
    

    Finally, add a drawGameObjects() function to start rendering:

     function drawGameObjects(ctx) {
       gameObjects.forEach(go => go.draw(ctx));
     }
    

    Your enemies should now start advancing toward your hero spaceship!


🚀 Challenge

As youve seen, adding functions, variables, and classes can lead to spaghetti code. How can you better organize your code to make it more readable? Sketch out a system for organizing your code, even if it remains in a single file.

Post-Lecture Quiz

Post-lecture quiz

Review & Self Study

While were building this game without frameworks, there are many JavaScript-based canvas frameworks for game development. Take some time to read about them.

Assignment

Comment your code


Disclaimer:
This document has been translated using the AI translation service Co-op Translator. While we aim for accuracy, please note that automated translations may include errors or inaccuracies. The original document in its native language should be regarded as the authoritative source. For critical information, professional human translation is advised. We are not responsible for any misunderstandings or misinterpretations resulting from the use of this translation.