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"translation_date": "2025-08-28T11:32:05+00:00",
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"source_file": "6-space-game/3-moving-elements-around/README.md",
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"language_code": "en"
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# Build a Space Game Part 3: Adding Motion
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## Pre-Lecture Quiz
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[Pre-lecture quiz](https://ff-quizzes.netlify.app/web/quiz/33)
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Games become more engaging when objects like aliens start moving on the screen! In this lesson, we’ll explore two types of movement:
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- **Keyboard/Mouse movement**: when the user interacts with the keyboard or mouse to move an object on the screen.
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- **Game-induced movement**: when the game itself moves an object at regular intervals.
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How do we make objects move on the screen? It’s all about cartesian coordinates: we update the position (x, y) of the object and then redraw the screen.
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To achieve *movement* on the screen, you typically follow these steps:
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1. **Set a new position** for the object. This makes it appear as though the object has moved.
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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.
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3. **Redraw the object** at its new position. This completes the process of moving the object from one location to another.
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Here’s an example of what this looks like in code:
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```javascript
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//set the hero's location
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hero.x += 5;
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// clear the rectangle that hosts the hero
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// redraw the game background and hero
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ctx.fillRect(0, 0, canvas.width, canvas.height)
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ctx.fillStyle = "black";
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ctx.drawImage(heroImg, hero.x, hero.y);
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```
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✅ Can you think of why redrawing your hero multiple times per second might lead to performance issues? Check out [alternatives to this pattern](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Optimizing_canvas).
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## Handle keyboard events
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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, we’ll focus on keyboard events.
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To handle an event, you use the window’s `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.
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Here’s an example:
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```javascript
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window.addEventListener('keyup', (evt) => {
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// `evt.key` = string representation of the key
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if (evt.key === 'ArrowUp') {
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// do something
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}
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})
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```
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For keyboard events, there are two properties on the event object that can help identify which key was pressed:
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- `key`: A string representation of the pressed key, such as `ArrowUp`.
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- `keyCode`: A numeric representation, such as `37`, which corresponds to `ArrowLeft`.
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✅ Key event manipulation is useful beyond game development. Can you think of other applications for this technique?
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### Special keys: a caveat
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Some *special* keys affect the browser window. For example, if you’re 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 browser’s default behavior using code like this:
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```javascript
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let onKeyDown = function (e) {
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console.log(e.keyCode);
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switch (e.keyCode) {
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case 37:
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case 39:
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case 38:
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case 40: // Arrow keys
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case 32:
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e.preventDefault();
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break; // Space
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default:
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break; // do not block other keys
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}
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};
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window.addEventListener('keydown', onKeyDown);
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```
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The code above ensures that the arrow keys and the spacebar have their default behavior disabled. This is achieved by calling `e.preventDefault()`.
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## Game-induced movement
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Objects can move automatically using timers like `setTimeout()` or `setInterval()`, which update the object’s position at regular intervals. Here’s an example:
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```javascript
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let id = setInterval(() => {
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//move the enemy on the y axis
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enemy.y += 10;
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})
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```
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## The game loop
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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 they’re no longer part of the game (e.g., an enemy destroyed by a laser). You’ll learn more about this in later lessons.
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Here’s an example of a typical game loop in code:
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```javascript
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let gameLoopId = setInterval(() =>
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function gameLoop() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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drawHero();
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drawEnemies();
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drawStaticObjects();
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}, 200);
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```
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This loop redraws the canvas every `200` milliseconds. You can adjust the interval to suit your game’s needs.
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## Continuing the Space Game
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You’ll build on the existing code. Start with the code you completed in Part I or use the starter code from [Part II](../../../../6-space-game/3-moving-elements-around/your-work).
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- **Moving the hero**: Add code to move the hero using the arrow keys.
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- **Moving enemies**: Add code to make enemies move from top to bottom at a fixed rate.
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## Recommended steps
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Locate the files in the `your-work` 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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Start your project in the `your_work` folder by running:
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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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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!
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### Add code
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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](../README.md)).
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*HINT*: The `game object` should include `x` and `y` properties and the ability to draw itself on the canvas.
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>Tip: Start by creating a GameObject class with the following constructor, and then draw it on the canvas:
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```javascript
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class GameObject {
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constructor(x, y) {
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this.x = x;
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this.y = y;
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this.dead = false;
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this.type = "";
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this.width = 0;
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this.height = 0;
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this.img = undefined;
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}
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draw(ctx) {
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ctx.drawImage(this.img, this.x, this.y, this.width, this.height);
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}
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}
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```
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Next, extend the GameObject class to create the Hero and Enemy classes:
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```javascript
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class Hero extends GameObject {
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constructor(x, y) {
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...it needs an x, y, type, and speed
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}
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}
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```
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```javascript
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class Enemy extends GameObject {
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constructor(x, y) {
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super(x, y);
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(this.width = 98), (this.height = 50);
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this.type = "Enemy";
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let id = setInterval(() => {
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if (this.y < canvas.height - this.height) {
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this.y += 5;
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} else {
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console.log('Stopped at', this.y)
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clearInterval(id);
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}
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}, 300)
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}
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}
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```
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2. **Add key-event handlers** to handle navigation (move the hero up, down, left, or right).
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*REMEMBER*: The coordinate system starts at `0,0` in the top-left corner. Also, don’t forget to disable default browser behavior.
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>Tip: Create an `onKeyDown` function and attach it to the window:
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```javascript
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let onKeyDown = function (e) {
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|
console.log(e.keyCode);
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|
...add the code from the lesson above to stop default behavior
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|
}
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};
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window.addEventListener("keydown", onKeyDown);
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|
```
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Check your browser console to see the keystrokes being logged.
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3. **Implement** the [Pub-Sub pattern](../README.md) to keep your code organized as you progress.
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To do this:
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1. **Add an event listener** to the window:
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```javascript
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window.addEventListener("keyup", (evt) => {
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|
if (evt.key === "ArrowUp") {
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|
eventEmitter.emit(Messages.KEY_EVENT_UP);
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|
} else if (evt.key === "ArrowDown") {
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|
eventEmitter.emit(Messages.KEY_EVENT_DOWN);
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|
} else if (evt.key === "ArrowLeft") {
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|
eventEmitter.emit(Messages.KEY_EVENT_LEFT);
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|
} else if (evt.key === "ArrowRight") {
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|
|
eventEmitter.emit(Messages.KEY_EVENT_RIGHT);
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|
|
}
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|
});
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|
```
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|
2. **Create an EventEmitter class** to handle publishing and subscribing to messages:
|
|
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|
|
|
```javascript
|
|
|
class EventEmitter {
|
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|
constructor() {
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|
this.listeners = {};
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|
}
|
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|
|
on(message, listener) {
|
|
|
if (!this.listeners[message]) {
|
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|
this.listeners[message] = [];
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|
}
|
|
|
this.listeners[message].push(listener);
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|
}
|
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|
|
emit(message, payload = null) {
|
|
|
if (this.listeners[message]) {
|
|
|
this.listeners[message].forEach((l) => l(message, payload));
|
|
|
}
|
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|
}
|
|
|
}
|
|
|
```
|
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|
|
3. **Add constants** and set up the EventEmitter:
|
|
|
|
|
|
```javascript
|
|
|
const Messages = {
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|
|
KEY_EVENT_UP: "KEY_EVENT_UP",
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|
|
KEY_EVENT_DOWN: "KEY_EVENT_DOWN",
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|
|
KEY_EVENT_LEFT: "KEY_EVENT_LEFT",
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|
|
KEY_EVENT_RIGHT: "KEY_EVENT_RIGHT",
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|
|
};
|
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|
let heroImg,
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|
enemyImg,
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|
laserImg,
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|
|
canvas, ctx,
|
|
|
gameObjects = [],
|
|
|
hero,
|
|
|
eventEmitter = new EventEmitter();
|
|
|
```
|
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|
|
|
4. **Initialize the game**:
|
|
|
|
|
|
```javascript
|
|
|
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:
|
|
|
|
|
|
```javascript
|
|
|
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:
|
|
|
|
|
|
```javascript
|
|
|
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:
|
|
|
|
|
|
```javascript
|
|
|
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:
|
|
|
|
|
|
```javascript
|
|
|
function drawGameObjects(ctx) {
|
|
|
gameObjects.forEach(go => go.draw(ctx));
|
|
|
}
|
|
|
```
|
|
|
|
|
|
Your enemies should now start advancing toward your hero spaceship!
|
|
|
|
|
|
---
|
|
|
|
|
|
## 🚀 Challenge
|
|
|
|
|
|
As you’ve 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](https://ff-quizzes.netlify.app/web/quiz/34)
|
|
|
|
|
|
## Review & Self Study
|
|
|
|
|
|
While we’re building this game without frameworks, there are many JavaScript-based canvas frameworks for game development. Take some time to [read about them](https://github.com/collections/javascript-game-engines).
|
|
|
|
|
|
## Assignment
|
|
|
|
|
|
[Comment your code](assignment.md)
|
|
|
|
|
|
---
|
|
|
|
|
|
**Disclaimer**:
|
|
|
This document has been translated using the AI translation service [Co-op Translator](https://github.com/Azure/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. |