<canvas id="canvas" width=300 height=300 style="border: 1px solid black; background: #EEEEEE"></canvas>
<script>
let canvas = document.getElementById('canvas')
let ctx = canvas.getContext('2d')
function drawRect(rect) {
ctx.fillStyle = rect.color
ctx.fillRect(rect.x, rect.y, rect.width, rect.height)
}
function updateRect(rect) {
rect.x += rect.xspeed
rect.y += rect.yspeed
if (rect.x > canvas.width)
rect.x = -rect.width
if (rect.y > canvas.height)
rect.y = -rect.height
if (rect.x < -rect.width)
rect.x = canvas.width
if (rect.y < -rect.height)
rect.y = canvas.height
}
function updatePlayer(player) {
player.xspeed = 0
player.yspeed = 0
let speed = 1;
//we check keys that are being held stored on our keyboard object, check below.
//if a property doesn't exist on the keyboard object yet, it's considered false
if (keyboard.ArrowLeft)
player.xspeed -= speed;
if (keyboard.ArrowRight)
player.xspeed += speed;
if (keyboard.ArrowUp)
player.yspeed -= speed;
if (keyboard.ArrowDown)
player.yspeed += speed;
}
let rect1 = { x: 0, y: 0, width: 32, height: 32, color: "blue", xspeed: 0.4, yspeed: 0.1 }
let rect2 = { x: 0, y: 0, width: 20, height: 20, color: "green", xspeed: -0.2, yspeed: 0.05 }
let rect3 = { x: 0, y: 0, width: 40, height: 40, color: "orange", xspeed: 0.5, yspeed: -0.1 }
let player = { x: 150, y: 150, width: 32, height: 32, color: "red", xspeed: 1, yspeed: 1 }
let rectArray = [player, rect1, rect2, rect3]
//we create a blank object to store pressed keys
let keyboard = {}
//event for when a key is pressed
function keyDownEvent(eventInfo) {
//we add/set a new property to the keyboard object dynamically, with the name of the key code
keyboard[eventInfo.code] = true
}
//event for when a key is released
function keyUpEvent(eventInfo) {
//we set the respective property to false
keyboard[eventInfo.code] = false
}
addEventListener("keyup", keyUpEvent)
addEventListener("keydown", keyDownEvent)
function update() {
ctx.clearRect(0, 0, canvas.width, canvas.height)
updatePlayer(player)
for (let rect of rectArray) {
updateRect(rect)
drawRect(rect)
}
}
setInterval(update, 4)
</script>