I am experimenting with game development but my player disappears. My player is able to just walk off the screen and never be seen again.
So I was wondering if someone could help me with adding a camera to my game that follows the player and keeps him centered on the screen but allows him to walk to the wall instead of just stopping.
Here is my game code:
<html>
<body>
<canvas id="canvas"></canvas>
</body>
</html>
<script>
var audio = new Audio('sounds/theServerRoom.mp3');
audio.play();
// Create the canvas
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function() {
bgReady = true;
};
bgImage.src = "images/gamemap.png";
// computer
var computerReady = false;
var computerImage = new Image();
computerImage.onload = function() {
computerReady = true;
};
computerImage.src = "images/computer1.png";
// hp box
var hpBoxReady = false;
var hpBoxImage = new Image();
hpBoxImage.onload = function() {
hpBoxReady = true;
};
hpBoxImage.src = "images/hpbox.png";
// player image
var playerReady = false;
var playerImage = new Image();
playerImage.onload = function() {
playerReady = true;
};
playerImage.src = "images/char.png";
// enemy image
var enemyReady = false;
var enemyImage = new Image();
enemyImage.onload = function() {
enemyReady = true;
};
enemyImage.src = "images/enemy_idle01.png";
var computer = {
wifi: true,
x: 399,
y: 200
}
// Game objects
var hpBox = {
restoreHealth: 34,
x: 300,
y: 300
}
var player = {
hackingSkill: 10,
stamina: 7,
health: 100,
sprintSpeed: 400,
weakSpeed: 150,
speed: 300 // movement in pixels per second
};
var enemy = {
speed: 250,
viewDistance: 40
};
var enemysCaught = 0;
// Handle keyboard controls
var keysDown = {};
addEventListener("keydown", function(e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function(e) {
delete keysDown[e.keyCode];
}, false);
// Reset the game when the player catches a enemy
var reset = function() {
player.x = canvas.width / 2;
player.y = canvas.height / 2;
// Throw the enemy somewhere on the screen randomly
enemy.x = 32 + (Math.random() * (canvas.width - 64));
enemy.y = 32 + (Math.random() * (canvas.height - 64));
};
// w is 87
// a is 65
// s is 83
// d is 68
// Update game objects
var update = function(modifier) {
if (87 in keysDown) { // Player holding up
player.y -= player.speed * modifier;
}
if (83 in keysDown) { // Player holding down
player.y += player.speed * modifier;
}
if (65 in keysDown) { // Player holding left
player.x -= player.speed * modifier;
}
if (68 in keysDown) { // Player holding right
player.x += player.speed * modifier;
}
if (
player.x <= (0)) {
player.health -= 1;
console.log('health decreasing');
}
}
if (player.y <= (0)) {
player.health -= 1;
console.log('health decreasing');
};
// Are they touching?
if (
player.x <= (enemy.x + 32) &&
enemy.x <= (player.x + 32) &&
player.y <= (enemy.y + 32) &&
enemy.y <= (player.y + 32)
) {
++enemysCaught;
reset();
}
// Draw everything
var render = function() {
if (bgReady) {
context.drawImage(bgImage, 0, 0);
}
if (computerReady) {
context.drawImage(computerImage, computer.x, computer.y);
}
if (hpBoxReady) {
context.drawImage(hpBoxImage, hpBox.x, hpBox.y);
}
if (playerReady) {
context.drawImage(playerImage, player.x, player.y);
}
if (enemyReady) {
context.drawImage(enemyImage, enemy.x, enemy.y);
}
// Score
};
function dieEvent() {
player.health = 100;
}
function updateHealth() {
context.fillStyle = "#FF0000";
context.fillRect(10, 10, (player.health / 100) * 140, 25);
context.stroke();
context.fillStyle = "white";
context.textAlign = "left";
context.fillText("Health: " + player.health, 30, 32);
}
function updateHackerSkill() {
context.fillStyle = "green";
context.textAlign = "left";
context.fillText("hacker skill: " + player.hackerSkill, 30, 32);
context.fillStyle = "#FF0000";
context.fillRect(10, 10, (player.hackerSkill / 100) * 1, 45);
context.stroke();
}
function isNearComputer() {
if (player.y <= (computer.y + enemy.viewDistance + 23) &&
player.y >= (computer.y - enemy.viewDistance) &&
player.x <= (computer.x + enemy.viewDistance + 32) &&
player.x >= (computer.x - enemy.viewDistance)) {
console.log("near computer");
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
context.stroke();
context.fillStyle = "green";
context.font = "24px Helvetica";
context.textAlign = "left";
context.textBaseline = "top";
context.fillText("Welcome to uOS v1.0 ", 20, 10);
window.setTimeout(500);
context.fillText("user$> ", 20, 35);
}
}
function isNearHPBox() {
if (
player.y <= (hpBox.y + enemy.viewDistance + 64) &&
player.y >= (hpBox.y - enemy.viewDistance - 64) &&
player.x <= (hpBox.x + enemy.viewDistance + 64) &&
player.x >= (hpBox.x - enemy.viewDistance - 64)) {
console.log("healing!");
if (player.health <= 100) {
hpBox.restoreHealth = player.health - 100;
player.health += hpBox.restoreHealth;
}
}
}
function moveEnemy() {
if (
player.y <= (enemy.y + enemy.viewDistance + 64) &&
player.y >= (enemy.y - enemy.viewDistance - 64) &&
player.x <= (enemy.x + enemy.viewDistance + 64) &&
player.x >= (enemy.x - enemy.viewDistance - 64)) {
console.log("seen on enemys Y");
var audio = new Audio('sounds/theWanderer_Scream.m4a');
audio.play();
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
}
}
function checkWallCollision() {
if (player.y <= 0) {
console.log("y")
player.y += 64;
}
if (player.x <= 0) {
console.log("x")
player.x += 64;
}
if (enemy.y <= 0) {
console.log("y")
enemy.y += 64;
}
if (enemy.x <= 0) {
console.log("x")
enemy.x += 64;
}
}
// function updateMouseCoords(){
// document.onmousemove = function(e){
// cursorX = e.pageX;
// cursorY = e.pageY;
// context.fillStyle = "green";
// context.font = "24px WhiteRabbit";
// context.textAlign = "left";
// context.textBaseline = "top";
// context.fillText("x" + cursorX + "y" + cursorY , 20 ,10);
//
// }
// }
// function drawViewLine(){
// var cursorX;
// var cursorY;
// context.beginPath();
// context.moveTo(player.x,player.y);
// context.lineTo(cursorX,cursorY);
// context.stroke();
// console.log("drawing line")
// }
function reducedSpeed() {
player.speed = player.weakSpeed;
}
// The main game loop
var main = function() {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
context.clearRect(0, 0, canvas.width, canvas.height);
render();
updateHealth();
moveEnemy();
if (player.health <= 20) {
reducedSpeed();
} else {
player.speed = 300;
}
if (player.health <= 0) {
dieEvent();
}
checkWallCollision();
isNearHPBox();
isNearComputer();
//updateMouseCoords();
//drawViewLine();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
reset();
main();
</script>
<style>
@font-face {
font-family: WhiteRabbit;
src: url(http://billischill.ddns.net/fonts/whiterabbit.ttf);
font-weight: normal;
font-style: normal;
}
body {
margin: 0;
padding: 0;
}
</style>