So I have created a rectangle on a canvas using javascript like in this video: https://www.youtube.com/watch?v=8ZPlNOzLrdw
window.onload = function()
{
var canvas = document.getElementById("c");
canvas.addEventListener('keydown', moveIt, true);
ctx = canvas.getContext("2d");
ctx.fillRect(100, 100, 30, 30);
var x = 100;
var y = 100;
function moveIt(e)
{
if (e.keyCode == 38)
{
ctx.clearRect(0, 0, canvas.width, canvas.height);
y = y - 10;
ctx.fillRect(x, y, 30, 30);
}
if (e.keyCode == 40)
{
ctx.clearRect(0, 0, canvas.width, canvas.height);
y = y + 10;
ctx.fillRect(x, y, 30, 30);
}
if (e.keyCode == 37)
{
ctx.clearRect(0, 0, canvas.width, canvas.height);
x = x - 10;
ctx.fillRect(x, y, 30, 30);
}
if (e.keyCode == 39)
{
ctx.clearRect(0, 0, canvas.width, canvas.height);
x = x + 10;
ctx.fillRect(x, y, 30, 30);
}
}
}
However when I press the keys to move the rectangle around when it reaches the edge it doesn't stop. How do create a function etc to keep it in the canvas and just stop when it reaches the edge?
Thanks for all your help!
You just need additional if-statements to do a check before moving. You need to make sure y > 0
before moving the square up, y < canvas.height - 30
(30 being the height of your square) before moving down, and same for x
with widths. The code below should work for you:
function moveIt(e) {
if (e.keyCode == 38){
if(y > 0){
ctx.clearRect(0, 0, canvas.width, canvas.height);
y = y - 10;
ctx.fillRect(x, y, 30, 30);
}
}
if (e.keyCode == 40){
if(y < canvas.height - 30){
ctx.clearRect(0, 0, canvas.width, canvas.height);
y = y + 10;
ctx.fillRect(x, y, 30, 30);
}
}
if (e.keyCode == 37){
if(x > 0){
ctx.clearRect(0, 0, canvas.width, canvas.height);
x = x - 10;
ctx.fillRect(x, y, 30, 30);
}
}
if (e.keyCode == 39){
if(x < canvas.width - 30){
ctx.clearRect(0, 0, canvas.width, canvas.height);
x = x + 10;
ctx.fillRect(x, y, 30, 30);
}
}
}