JSFiddle - React, Tailwind, and code Playground
by Maks M.
HTML
<canvas id="canvas" width="400" height="250"></canvas>
CSS
#canvas {
border: 1px solid #000;
}
JavaScript
var canvas = document.getElementById('canvas');
var w = canvas.width; //размеры канваса
var h = canvas.height;
var g = canvas.getContext('2d');
g.font = "10px Verdana"; //дефолтный шрифт
var keys = {}; //нажатые клавиши
var player = {
x:0, y:0, w: 16, h: 32,
sx: 0, sy: 0, //скорость игрока
onLand: false //возможность прыгать и тд
};
var tsize = 32; //размер тайла
var map = [
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,1,0,0],
[0,0,0,0,1,0,0,0,1,0,0,0],
[0,0,1,0,0,0,0,0,0,1,1,0],
[0,0,0,0,0,1,0,0,1,0,1,0],
[1,1,1,1,1,1,1,1,1,1,1,1]
];
//array object lifehukc
map.w = map[0].length;
map.h = map.length;
//обработка клавиш
window.onkeydown = function (e) {
keys[e.keyCode] = true;
}
window.onkeyup = function (e) {
keys[e.keyCode] = false;
}
function drawPlayer() {
g.fillStyle = "#F9A520";
g.fillRect(player.x, player.y, player.w, player.h);
}
function drawMap() {
g.fillStyle = "#A0A020";
for (var iy = 0; iy < map.h; iy++)
for (var ix = 0; ix < map.w; ix++) {
var id = map[iy][ix];
if (id != 0) g.fillRect(ix*tsize, iy*tsize, tsize, tsize);
}
}
function getTile(x, y) {
var cell = 0; //или 1/undefined/null/etc
if (x > -1 && y > -1 && x < map.w && y < map.h) {
cell = map[y][x];
}
return cell;
}
function updatePlayer() {
player.sy += 0.1; //гравитация
if (player.sx != 0) {
var sx = Math.abs(player.sx);
var vx = sx / player.sx; //вектор направления
while(sx > tsize) { //скорость больше размера тайла
player.x += tsize * vx;
sx -= tsize;
collision(player, 0);
if (player.sx == 0) sx = 0;
}
player.x += sx * vx;
collision(player, 0); //коллизия по x
}
if (player.sy != 0) {
var sy = Math.abs(player.sy);
var vy = sy / player.sy;
while(sy > tsize) {
player.y += tsize * vy;
sy -= tsize;
collision(player, 1);
if (player.sy == 0) sy = 0;
}
player.onLand = false;
player.y += sy * vy;
collision(player, 1); //коллизия по y
}
//замедление по x
if...