Drawing app
by ElijahCirioli
HTML
<canvas width="500" height="500" id="myCanvas"></canvas>
CSS
#myCanvas {
border: 2px solid #000;
}
JavaScript
/*************
variables to make program work
*************/
//access the canvas
var canvas = document.getElementById('myCanvas');
//access drawing environment
var context = canvas.getContext("2d");
var x = 240;
var y = 240;
var XSpeed = 0;
var YSpeed = 0;
var speedMult = 1;
/***********
function for drawing stuff
************/
function draw() {
//background
context.fillStyle = "lightBlue";
context.fillRect(0, 0, 500, 500);
//Cubeman
context.fillStyle = "white";
context.fillRect(x, y, 20, 20);
//Everything involving keys
document.onkeydown = function(e) {
var e = window.event || e;
var key = e.keyCode;
e.preventDefault();
//key inputs
if (key === 39 && x < 477) {
XSpeed = 3;
YSpeed = 0;
}
if (key === 37 && x > 3) {
XSpeed = -3;
YSpeed = 0;
}
if (key === 38 && y > 3) {
YSpeed = -3;
XSpeed = 0;
}
if (key === 40 && y < 477) {
YSpeed = 3;
XSpeed = 0;
}
if (key === 32 && speedMult < 9) {
speedMult = speedMult + 1;
}
}
//MOVEMENT
x = x + (XSpeed * speedMult);
y = y + (YSpeed * speedMult);
//Checking for Collision
if (x > 477 || x < 3) {
XSpeed = 0;
} else if (y > 477 || y < 3) {
YSpeed = 0;
}
}
/************
Call the function
************/
var framerate = 1000 / 30;
var thread = setInterval(draw, framerate);