So I am following this game making tutorial for javascript and I just really can't find what I did that would make it so that my red square isn't showing up on screen. I do, in fact, think it is a problem with the speed because when i changed the speed of the object in the console, it appeared... then flew off screen.
Here is my code:
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
function startGame(){
myGamePiece = new component(30, 30, "red", 10, 120);
myGameArea.start();
}
var myGameArea = {
canvas: document.createElement("canvas"),
start: function(){
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.interval = setInterval(updateGameArea, 20);
},
clear: function(){
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y){
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function(){
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.newPos = function() {
this.x += speedX;
this.y += speedY;
}
}
function updateGameArea(){
myGameArea.clear();
myGamePiece.newPos();
myGamePiece.update();
}
function moveup(){
myGamePiece.speedY -= 1;
}
function movedown(){
myGamePiece.speedY += 1;
}
function moveright(){
myGamePiece.speedX += 1;
}
function moveleft(){
myGamePiece.speedX -= 1;
}
</script>
<button onmousedown="moveup()">UP</button>
<button onmousedown="movedown()">DOWN</button>
<button onmousedown="moveright()">RIGHT</button>
<button onmousedown="moveleft()">LEFT</button>
</body>
</html>
Thank you for any help you can give!
this.newPos = function() {
this.x += speedX;
this.y += speedY;
The console is correct, speedX
and speedY
do not exist.
There are three solutions:
Solution 1: Use that
var that = this; // Save a local copy of this
this.newPos = function() {
that.x += that.speedX;
that.y += that.speedY;
}
Solution 2: Use bind:
this.newPos = function() {
this.x += this.speedX;
this.y += thisspeedY;
}.bind(this);
Solution 3: ES6 - Use arrow functions
this.newPos = () => {
this.x += this.speedX;
this.y += thisspeedY;
};