I originally created this question at stackoverflow but got no answers, so hopefully someone will be able to help me here.
So for the first time ever I'm making a html canvas game. So far I came up with a simple one dimensional array map and render it to the canvas using a sprite sheet. I also made sure I can move the sprite character on the screen.
Now that I have achieved that and I can move the character, I want to have a bigger array map and render only a smaller part of it on the canvas and as I'm moving my character, make the canvas move to the side and show the rest of the map.
I have read some stackoverflow questions related to that but I just can't understand the code and some math behind it. Even if I get it, the example codes are totally different than mine and I don't know how to implement that in my case.
So far I have 580x540 size canvas and such a map:
var mapArray = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 2, 2, 0],
[0, 0, 1, 1, 1, 0, 0, 2, 0, 0],
[0, 0, 1, 1, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 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, 0, 0],
[0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0] ];
So first I want to understand, how can I make a big map and show only a portion of it on the canvas?
Now I'm looping through the whole array and drawing on every item in array. But if then how can I make sure that for example only half of the array is shown on the canvas ant the other half will be shown only on the scroll then character moves to the side?
Here is my code so far:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var mapArray = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 2, 2, 0],
[0, 0, 1, 1, 1, 0, 0, 2, 0, 0],
[0, 0, 1, 1, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 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, 0, 0],
[0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
];
var StyleSheet = function(image, width, height) {
this.image = image;
this.width = width;
this.height = height;
this.draw = function(image, sx, sy, swidth, sheight, x, y, width, height) {
context.drawImage(image, sx, sy, swidth, sheight, x, y, width, height);
};
this.drawimage = function(image, x, y, width, height) {
context.drawImage(image, x, y, width, height);
};
};
var viewport = {};
/* Initial Sprite Position */
viewport.width = canvas.width/2;
viewport.height = canvas.height/2;
var boatPosX = 230;
var boatPosY = 200;
function render(viewport) {
requestAnimationFrame(render);
for (let i = 0; i < mapArray.length; i++) {
for (let j = 0; j < mapArray[i].length; j++) {
if (mapArray[i][j] == 0) {
this.sprite.draw(
background,
190,
230,
26,
26,
i * this.sprite.width,
j * this.sprite.height,
this.sprite.width,
this.sprite.height
);
}
if (mapArray[i][j] == 1) {
this.sprite.draw(
background,
30,
30,
26,
26,
i * this.sprite.width,
j * this.sprite.height,
this.sprite.width,
this.sprite.height
);
}
if (mapArray[i][j] == 2) {
this.sprite.draw(
background,
200,
20,
26,
26,
i * this.sprite.width,
j * this.sprite.height,
this.sprite.width,
this.sprite.height
);
}
}
}
this.ship.drawimage(boat, boatPosX, boatPosY, 50, 50);
};
function move(e) {
if (e.keyCode == 39) {
boatPosX += 2;
console.log("right");
}
if (e.keyCode == 37) {
boatPosX -= 2;
console.log("left");
}
}
document.onkeydown = move;
var background = new Image();
background.src = "ground.png";
var sprite = new StyleSheet(background, 36, 36);
var boat = new Image();
boat.src = "ship.png";
var ship = new StyleSheet(boat, 90, 100);
render();