JSFiddle - React, Tailwind, and code Playground
by Hensixteen
HTML
<canvas id="canvas" width="500" height="500" style="border:1px solid black"></canvas>
JavaScript
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var squareLength = 25;
var x = ((canvas.width/2)-(squareLength/2));
var y = ((canvas.height/2)-(squareLength/2));
var fallSpeed = 0;
var input;
var releasedKey;
var jump = false;
var inAir = true;
var keyReleased = false;
var horSpeed = 0;
var maxSpeed = 2;
var minSpeed = -2;
var position = (canvas.width/2);
var positionChange = 0;
var scrollRight = false;
var scrollLeft = false;
var objects = 0;
var objectNumber = 0;
var objectCounter = 1;
var playerBottom = (y+squareLength);
var playerTop = y;
var playerLeft = x;
var playerRight = (x+squareLength);
var objectLeft = [];
var objectRight = [];
var objectTop = [];
var objectBottom = [];
ctx.fillStyle="#0000ff";
ctx.beginPath();
ctx.fillRect(x, y, squareLength, squareLength);
ctx.fill();
ctx.stroke();
ctx.fillStyle="#000000"
window.addEventListener("keydown", function() {interact()});
function interact() {
if(event.keyCode == 38) {
jump = true;
}
else{
input = event.keyCode;
}
}
window.addEventListener("keyup", function() {release()});
function release() {
releasedKey = event.keyCode;
if(releasedKey == input) {
keyReleased = true;
}
}
setInterval(function() {
//refSpeed = horSpeed;
playerBottom = (y+squareLength);
playerTop = y;
playerLeft = x;
playerRight = (x+squareLength);
if(playerBottom >= 500) {
y = (500-squareLength);
inAir = false;
}
if(playerRight>=333) {
scrollRight = true;
scrollLeft = false;
}
if(playerLeft<=100) {
scrollLeft = true;
scrollRight = false;
}
if(input == 39 && scrollRight == false) {
horSpeed+=0.1;
scrollLeft = false;
}
else if(input == 37 && scrollLeft == false) {
horSpeed-=0.1;
scrollRight = false;
}
else {
if((input!=39 && input!=37) && (scrollLeft == false && scrollRight == false)) {
if(horSpeed > -0.2 && horSpeed < 0.2) {
horSpeed = 0;
}
else if(horSpeed<0) {
...