Simple Game (HTML5 Canvas Tutorial)
Simple Game (HTML5 Canvas Tutorial)
StH is very simple clone of Doodle Jump, but to be honest I was inspired by Icy
Tower and discover DJ after I submit StH to the competition. Never mind.
The goal is to control little angel & jump on the two kinds of platforms - orange (regular ones) and
green (super high jump springboards). The game ends when the angel falls down to the bottom of
the screen. Try it: [Stairs to heaven].
I create that game in about 8hours and later, after playing more and more, I discover few bugs so in
this tutorial I want to fix it all. Let's do it!
Part 1. BACKGROUND
Because whole game, including images and scripts, couldn't be over 10K, I didn't want to use image
on the background. It was cheaper to draw some generic-like stuff usingcanvas drawing functions.
First of all we need little HTML, nothing special, just one canvas element with some unique id, little
bit of CSS and include of not existing yet game.js:
<html>
<head>
<title>Simple game with HTML5 Canvas</title>
<style>
body {
margin:0px;
padding:0px;
text-align:center;
}
canvas{
outline:0;
border:1px solid #000;
margin-left: auto;
margin-right: auto;
}
</style>
</head>
<body>
<canvas id='c'></canvas>
<script src="game.js"></script>
</body>
</html>
about circles in 2d array (there are no two-dimensional arrays in JS, best way to solve this is just put
one Array into another).
var howManyCircles = 10, circles = [];
for (var i = 0; i < howManyCircles; i++)
circles.push([Math.random() * width, Math.random() * height,
Math.random() * 100, Math.random() / 2]);
//add information about circles into
//the 'circles' Array. It is x & y positions,
//radius from 0-100 and transparency
//from 0-0.5 (0 is invisible, 1 no transparency)
var DrawCircles = function(){
for (var i = 0; i < howManyCircles; i++) {
ctx.fillStyle = 'rgba(255, 255, 255, ' + circles[i][3] + ')';
//white color with transparency in rgba
ctx.beginPath();
ctx.arc(circles[i][0], circles[i][1], circles[i][2], 0, Math.PI * 2,
true);
//arc(x, y, radius, startAngle, endAngle, anticlockwise)
//circle has always PI*2 end angle
ctx.closePath();
ctx.fill();
}
};
Nice, but boring less only a little. Why are the clouds standing still? Lets make a tiny little function
with one Number type argument, which moves clouds down given number of pixels, and when
particular circle disappears under the canvas, it will moves it on the top with changed position X,
radius and transparency:
var MoveCircles = function(deltaY){
for (var i = 0; i < howManyCircles; i++) {
if (circles[i][1] - circles[i][2] > height) {
//the circle is under the screen so we change
//informations about it
circles[i][0] = Math.random() * width;
circles[i][2] = Math.random() * 100;
circles[i][1] = 0 - circles[i][2];
circles[i][3] = Math.random() / 2;
} else {
//move circle deltaY pixels down
circles[i][1] += deltaY;
}
}
};
Now, last but not least, let's create main game loop and connect everything we create for now in
there. Each frame will clear the screen, move circles 5px lower, draw them and after 1/50sec call
another frame. I use two setTimeouts except one setInterval, but I'm not pretty sure why:). I know
that there was some performance issues in IE back in the days or something. Also don't forget to
add gLoop variable to that declared at the beginning.
var width = 320,
//width of the canvas
height = 500,
//height of the canvas
gLoop,
(...) //rest of the code goes here
var GameLoop = function(){
clear();
MoveCircles(5);
DrawCircles();
gLoop = setTimeout(GameLoop, 1000 / 50);
}
GameLoop();
According to Luis Giribone's comment below, I avoid Intervals and use Timeouts instead intentionally
- Interval is called every 1000/fps seconds - even if the previous one disn't not finished yet. If you
use Timeout, it will call another one only after previous was finished. I hope it is clear now. I also
want to thanks Ped7g, author of Whiskas & Pedigree Javascript ad game for catching mistakes.
Final result of that part should looks like this: [Simple game with HTML5 Canvas part 1], and sources
are available on my Github account: [MichalBe]Tutorial: Simple game with HTML5 Canvas Part 1
- Introduction & Background Part 2 -Character & Animation Part 3 - Physics & Controls Part 4
- Platforms & Collisions Part 5 -Scrolling & Game States
Part 2. CHARACTER
It is time now to add main character to the awesome background created in the last part. InStH it
was cute little angel with simple wing flapping animation in just two frames, saved in .png with
transparent background. Exactly like this one:
Let's create object representing main character with all necessarily methods and attributes. I will call
it 'player'. The way of creating objects I present here is not the best one, all the attributes are visible
from outside the object, there is no privacy at all. But that was simplest and shortest solution I was
able to implement to fit 10KB, and most importantly - it works. If you want to know how to define
proper objects with private attributes, inheritance, etc. read about Javascript Closures. Also it's
important to remember, when you want to shrink your code with tools like Closure Compiler, that
names of object's arguments won't change. That why in original code I use 2 letters shortcuts for
describing player object, like 'player.im' instead of 'player.image', etc. SO, the object:
var player = new (function(){
//create new object based on function and assign
//what it returns to the 'player' variable
var that = this;
//'that' will be the context now
//attributes
that.image = new Image();
that.image.src = "angel.png";
//create new Image and set it's source to the
//'angel.png' image I upload above
that.width = 65;
//width of the single frame
that.height = 95;
//height of the single frame
that.X = 0;
that.Y = 0;
//X&Y position
//methods
that.setPosition = function(x, y){
that.X = x;
that.Y = y;
}
that.draw = function(){
try {
ctx.drawImage(that.image, 0, 0, that.width, that.height,
that.X, that.Y, that.width, that.height);
//cutting source image and pasting it into destination one,
drawImage(Image Object, source X, source Y, source Width, source Height,
destination X (X position), destination Y (Y position), Destination width,
Destination height)
} catch (e) {
//sometimes, if character's image is too big and will not load until the
drawing of the first frame, Javascript will throws error and stop
executing everything. To avoid this we have to catch an error and retry
painting in another frame. It is invisible for the user with 50 frames per
second.
}
}
})();
//we immediately execute the function above and
//assign its result to the 'player' variable
//as a new object
player.setPosition(~~((width-player.width)/2), ~~((height player.height)/2));
//our character is ready, let's move it
//to the center of the screen,
//'~~' returns nearest lower integer from
//given float, equivalent of Math.floor()
Ok, so now the angel needs to be redrawn on each frame. GameLoop() will be updated
with player.draw() function:
var GameLoop = function(){
clear();
MoveCircles(5);
DrawCircles();
player.draw();
gLoop = setTimeout(GameLoop, 1000 / 50);
}
But what about animation? Angel sprite has 2 frames, but only one is redrawn on each frame. To
make an animation, our player needs additional attributes and a little changes indraw() method.
var player = new (function(){
(...)
that.frames = 1;
//number of frames indexed from zero
that.actualFrame = 0;
//start from which frame
that.interval = 0;
//we don't need to switch animation frame
//on each game loop, interval will helps
//with this.
that.draw = function(){
try {
ctx.drawImage(that.image, 0, that.height * that.actualFrame,
that.width, that.height, that.X, that.Y, that.width, that.height);
//3rd agument needs to be multiplied by number of frames, so on each loop
different frame will be cut from the source image
} catch (e) {};
if (that.interval == 4 ) {
if (that.actualFrame == that.frames) {
that.actualFrame = 0;
} else {
that.actualFrame++;
}
that.interval = 0;
}
that.interval++;
//all that logic above just
//switch frames every 4 loops
}
})();
Thanks for your attention. As usual, you can find final result in here: [Simple game with HTML5
Canvas] and all the sources on my Github account: [MichalBe].
that.fallSpeed = 0;
that.isJumping = true;
that.jumpSpeed = 17;
// initial velocity
}
}
that.checkJump = function() {
//when 'jumping' action was initiated by jump() method, initiative is
taken by this one.
that.setPosition(that.X, that.Y - that.jumpSpeed);
//move object by number of pixels equal to current value of 'jumpSpeed'
that.jumpSpeed--;
//and decease it (simulation of gravity)
if (that.jumpSpeed == 0) {
//start to falling, similar to jump() function
that.isJumping = false;
that.isFalling = true;
that.fallSpeed = 1;
}
}
that.checkFall = function(){
//same situation as in checkJump()
if (that.Y < height - that.height) {
//check if the object meets the bottom of the screen, if not just change
the position and increase fallSpeed (simulation of gravity
acceleration)...
that.setPosition(that.X, that.Y + that.fallSpeed);
that.fallSpeed++;
} else {
//..if yes - bounce
that.fallStop();
}
}
that.fallStop = function(){
//stop falling, start jumping again
that.isFalling = false;
that.fallSpeed = 0;
that.jump();
}
It's necessarily to update main loop function to redraw player's position while jumping and falling.
Update GameLoop() with this code, just before drawing the character:
if (player.isJumping) player.checkJump();
if (player.isFalling) player.checkFall();
I think above code is clear enough to understand. Last action we have to take with all that physics
stuff is simply initiation of the first jump, right after placing player on the stage.
player.setPosition(~~((width-player.width)/2), ~~((height player.height)/2));
player.jump(); //here
Ok, it's jumping beautifully, piece of awesome pseudo-physics code. Now let's make some
controls. Part 3b. CONTROLLS Main character of StH can move sideways only. It jumps
automatically, up/down movement depends of platforms. User can only command angel to move left
or right. One more time it could be achieved by with extension player object with additional methods.
var player = new(function(){
(...)
that.moveLeft = function(){
if (that.X > 0) {
//check whether the object is inside the screen
that.setPosition(that.X - 5, that.Y);
}
}
that.moveRight = function(){
if (that.X + that.width < width) {
//check whether the object is inside the screen
that.setPosition(that.X + 5, that.Y);
}
}
(...)
})();
Now bind that functions to the mouse pointer position (angel will follow it).
document.onmousemove = function(e){
if (player.X + c.offsetLeft > e.pageX) {
//if mouse is on the left side of the player.
player.moveLeft();
} else if (player.X + c.offsetLeft < e.pageX) {
//or on right?
player.moveRight();
}
}
It's everything for today. In next episode I will introduce platform drawing and collisions. As usual:
[demo with jumping & controls] [source in GitHub repo]
the screen at the time (I tried different number, from 4 to 10 and only 7 works fine with screen size I
declare at the beginning). Let's create Platform "class" (function platforms will inherit from).
var Platform = function(x, y, type){
//function takes position and platform type
var that=this;
that.firstColor = '#FF8C00';
that.secondColor = '#EEEE00';
that.onCollide = function(){
player.fallStop();
};
//if platform type is different than 1, set right color & collision
function (in this case just call player's fallStop() method we defined
last time
if (type === 1) {
//but if type is equal '1', set different color and set jumpSpeed to 50.
After such an operation checkJump() method will takes substituted '50'
instead of default '17' we set in jump().
that.firstColor = '#AADD00';
that.secondColor = '#698B22';
that.onCollide = function(){
player.fallStop();
player.jumpSpeed = 50;
};
}
that.x = ~~x;
that.y = y;
that.type = type;
return that;
};
Now it's necessary to create function which will generate all that platform stuff and put it
into platforms[] array we will define shortly. After that it will be nice to draw the platforms on the
screen.
var nrOfPlatforms = 7,
platforms = [],
platformWidth = 70,
platformHeight = 20;
//global (so far) variables are not the best place for storing platform
size information, but in case it will be needed to calculate collisions I
put it here, not as a Platform attributes
var generatePlatforms = function(){
var position = 0, type;
};
Part 4b. COLLISIONS Nice, but there is no interaction between angel and the platforms. But one
little function will handle everything. Let me introduce checkCollision():
var checkCollision = function(){
platforms.forEach(function(e, ind){
//check every plaftorm
if (
(player.isFalling) &&
//only when player is falling
(player.X < e.x + platformWidth) &&
(player.X + player.width > e.x) &&
(player.Y + player.height > e.y) &&
(player.Y + player.height < e.y + platformHeight)
//and is directly over the platform
) {
e.onCollide();
}
})
}
Another update of main loop (it is good moment to comment line with MoveCircles()function - if
platforms are standing still why background is falling down? It will makes more sense when we will
implement platform scrolling. Whole GameLoop() function should looks like that now:
var GameLoop = function(){
clear();
//MoveCircles(5);
DrawCircles();
if (player.isJumping) player.checkJump();
if (player.isFalling) player.checkFall();
platforms.forEach(function(platform){
platform.draw();
});
checkCollision();
player.draw();
gLoop = setTimeout(GameLoop, 1000 / 50);
}
Final result: [platforms & collisions demo] Source: [MichalBe Github] I think next part will be the last
one, but who knows:).
First of all I want to thanks for the responses to my tutorial, all the comments, emails and tweets I
receive. It's an awesome feeling - to be aware that someone is reading all that stuff and even likes it.
that.jumpSpeed--;
if (that.jumpSpeed
that.isJumping
that.isFalling
that.fallSpeed
}
}
== 0) {
= false;
= true;
= 1;
When the platform moves outside the screen we will generates another one on the top, but not
directly on 0-y, because we need to keep the distance between the platforms. So first we calculate
how far it goes under the bottom, subtract hat value from total height and generate platform on that Y
with random X. Yes, I know that it will show up suddenly in the middle of the screen, but while whole
attention of the player is focused on the character, no one will notice that.
Ok, it is possible now to jump as high as we want, but there are still couple of things to fix, eg
difficulty level.
To make everything harder let's give movement ability to some platforms. The higher your character
will be, the faster platforms will move. To achieve this, first we will implement very simple points
system, and after that modify a little Platform object and GameLoop()part responsible for drawing
platforms.
var width = 320,
height = 500,
gLoop,
points = 0,
//adding points to global variables
(...)
var Platform = function(x, y, type){
(...)
that.isMoving = ~~(Math.random() * 2);
//first, let's check if platform will be able to move (1) or not (0)
that.direction= ~~(Math.random() * 2) ? -1 : 1;
//and then in which direction
(...)
}
var GameLoop = function(){
clear();
DrawCircles();
if (player.isJumping) player.checkJump();
if (player.isFalling) player.checkFall();
player.draw();
//moving player.draw() above drawing platforms will draw player before, so
platforms will be drawn over him. It looks better that way because
sometimes angel 'sinks' in the platform with his legs.
platforms.forEach(function(platform, index){
if (platform.isMoving) {
//if platform is able to move
if (platform.x < 0) {
//and if is on the end of the screen
platform.direction = 1;
} else if (platform.x > width - platformWidth) {
platform.direction = -1;
//switch direction and start moving in the opposite direction
}
platform.x += platform.direction * (index / 2) * ~~(points /
100);
//with speed dependent on the index in platforms[] array (to avoid moving
all the displayed platforms with the same speed, it looks ugly) and number
of points
}
platform.draw();
});
Increasing points should be implement in player.checkJump(), after checking if player is in the
middle of the screen:
that.checkJump = function() {
if (that.Y > height*0.4) {
that.setPosition(that.X, that.Y - that.jumpSpeed);
} else {
if (that.jumpSpeed > 10) points++; //here!
MoveCircles(that.jumpSpeed * 0.5);
(...)
When everything is already drawn we could render GUI on the top of everything. So add in
GameLoop(), just before calling another frame:
ctx.fillStyle = "Black";
//change active color to black
ctx.fillText("POINTS:" + points, 10, height-10);
//and add text in the left-bottom corner of the canvas
Part 5b. GAME STATES
Everything works cool, but it is not possible to lose. In case we use setTimeout() instead
ofsetInterval(), we need to create boolean variable with game state. It will be 'true' during the game
and 'false' when game ends. It is nice to prepare also some GameOver screen. Let's start with
adding new variables and modifying GameLoop().
var width = 320,
height = 500,
gLoop,
points = 0,
state = true,
(...)
var GameLoop = function(){
(...)
//go to another frame only when state is true
if (state)
gLoop = setTimeout(GameLoop, 1000 / 50);
(...)
}
//GameOver screen
var GameOver = function(){
state = false;
//set state to false
clearTimeout(gLoop);
//stop calling another frame
setTimeout(function(){
//wait for already called frames to be drawn and then clear everything and
render text
clear();
ctx.fillStyle = "Black";
ctx.font = "10pt Arial";
ctx.fillText("GAME OVER", width / 2 - 60, height / 2 - 50);
ctx.fillText("YOUR RESULT:" + points, width / 2 - 60, height / 2 30);
}, 100);
};
Now we must determine when to stop the game and display GameOver Screen. We need to modify
player's checkfall() method
that.checkFall = function(){
if (that.Y < height - that.height) {
that.setPosition(that.X, that.Y + that.fallSpeed);
that.fallSpeed++;
} else {
if (points == 0)
//allow player to step on the floor at he beginning of the game
that.fallStop();
else
GameOver();
}
}
And that's all! Thank you one more time for your time. I'm waiting for questions and ideas of
improvement so feel free to ask/write. As usual: - sources on github Simple game with HTML5
Canvas - and working example on jsbin: Simple game with HTML5 CanvasTutorial: Simple game
with HTML5 Canvas Part 1 - Introduction & Background Part 2 -Character & Animation Part 3
- Physics & Controls Part 4 - Platforms & Collisions Part 5 -Scrolling & Game States