Smooth animation on a persistently refreshing canvas

Posted by Neurofluxation on Game Development See other posts from Game Development or by Neurofluxation
Published on 2011-05-09T06:38:48Z Indexed on 2012/10/11 15:49 UTC
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Yo everyone!

I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..."

And since then, that is all I have tried to do.

The problem
I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below...

Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/

<html>  
<head>
<title>tileEngine - Isometric</title>
<style type="text/css">
* { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; }
</style>
<script type="text/javascript">
var map = Array( //land
    [[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],[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],[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],[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],[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],[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],[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],[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]]
);
var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png");
var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png");
var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more
var objectImg = new Array();

var charImg = new Array();
var tileImg = new Array();

var loaded = 0;
var loadTimer;
var ymouse;
var xmouse;
var eventUpdate = 0;

var playerX = 0;
var playerY = 0;

function loadImg(){ //preload images and calculate the total loading time
    for(var i=0;i<tileDict.length;i++){ 
        tileImg[i] = new Image();
        tileImg[i].src = tileDict[i];
        tileImg[i].onload = function(){
            loaded++;
        }
    }
    i = 0;
    for(var i=0;i<charDict.length;i++){
        charImg[i] = new Image();
        charImg[i].src = charDict[i];
        charImg[i].onload = function(){
            loaded++;
        }
    }
    i = 0;
    for(var i=0;i<objectDict.length;i++){
        objectImg[i] = new Image();
        objectImg[i].src = objectDict[i];
        objectImg[i].onload = function(){
            loaded++;
        }
    }
}

function checkKeycode(event) { //key pressed
    var keycode;
    if(event == null) {
        keyCode = window.event.keyCode;
    } else {
        keyCode = event.keyCode;
    }
    switch(keyCode) {
        case 38: //left
            if(!map[playerX-1][playerY][1] > 0){
                playerX--;
            }
            break;
        case 40: //right
            if(!map[playerX+1][playerY][1]  > 0){
                playerX++;
            }
            break;
        case 39: //up
            if(!map[playerX][playerY-1][1]  > 0){
                playerY--;
            }
            break;
        case 37: //down
            if(!map[playerX][playerY+1][1]  > 0){
                playerY++;
            }
            break;
        default:
            break;
    }
}

function loadAll(){ //load the game
    if(loaded == tileDict.length + charDict.length + objectDict.length){
        clearInterval(loadTimer);
        loadTimer = setInterval(gameUpdate,100);
    }
}

function drawMap(){ //draw the map (in intervals)
    var tileH = 25;
    var tileW = 50;
    mapX = 80;
    mapY = 10;
    for(i=0;i<map.length;i++){
        for(j=0;j<map[i].length;j++){
            var drawTile= map[i][j][0];
            var xpos = (i-j)*tileH + mapX*4.5;
            var ypos = (i+j)*tileH/2+ mapY*3.0;
            ctx.drawImage(tileImg[drawTile],xpos,ypos);

            if(i == playerX && j == playerY){
                you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2));
            }
        }
    }
}

function init(){ //initialise the main functions and even handlers
    ctx = document.getElementById('main').getContext('2d');
    loadImg();
    loadTimer = setInterval(loadAll,10);
    document.onkeydown = checkKeycode;
}

function gameUpdate() { //update the game, clear canvas etc
    ctx.clearRect(0,0,904,460); 
    ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color
    drawMap();
}
</script>
</head> 
<body align="center" style="text-align: center;" onload="init()">   
    <canvas id="main" width="904" height="465">
        <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1>
    </canvas>
</body> 
</html>  

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