frameUpdate = ()=>{
canvas = $("canvas")[0]
c = canvas.getContext('2d')
c.resetTransform()
c.clearRect(0, 0, canvas.width, canvas.height);
LocalPlayer.Move();//if player press arrow keys, changes X any Y values of local player
c.translate(LocalPlayer.X - (canvas.width/2), LocalPlayer.Y - (canvas.height/2));//not works
LocalPlayer.Update();//draws Local Player at own X and Y position to canvas
PList.Update();//draws other players at own X and Y position to canvas
if (LocalPlayer) {socket.emit('sendplayer',LocalPlayer);}//sends LocalPlayer's data to server
requestAnimationFrame(frameUpdate)
}
requestAnimationFrame(frameUpdate)
i want to make a game like io games with socket.io and html/canvas but i cant make camera follows player, and i cant found any simple solution on internet so if you can, i want tell me how it works and what is wrong on my code
Thanks.
after several tests with codepen i was solve my own problem myself
function update() {
c.save();
camerax = (canvas.width/2)-(playerx);
cameray = (canvas.height/2)-(playery);
mtt.innerText = "Camera Position:"+camerax+","+cameray+"\nPlayer Position:"+playerx+","+playery+"\nCanvas:"+canvas.width+","+canvas.height+"\n";
c.clearRect(0, 0, canvas.width, canvas.height);
c.translate(camerax, cameray);
c.fillStyle = 'green';
c.fillRect(playerx-25, playery-25, 50, 50);
c.restore();
requestAnimationFrame(update);
}
requestAnimationFrame(update);