<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
}
//We check for the following:
// if A's left is behind B's right, and
// if A's top is below B's bottom, and
// if A's right is in front of B's left, and
// if A's bottom is below B's top
//
//Combining all those together, we have a way to check if one rectangle is overalapping another
//This function returns a value, which is the result of our expression.
//For example, let result = aabbCollision(A, B) can be be set either true or false depending on the conditions
function aabbCollision(rect1, rect2) {
return rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.y + rect1.height > rect2.y
}
function updatePlayer(player) {
player.xspeed = 0
player.yspeed = 0
let speed = 1;
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]
let keyboard = {}
function keyDownEvent(eventInfo) {
keyboard[eventInfo.code] = true;
}
function keyUpEvent(eventInfo) {
keyboard[eventInfo.code] = false;
}
addEventListener("keyup", keyUpEvent);
addEventListener("keydown", keyDownEvent);
let scoreValue = 0;
function drawText(text, x, y) {
ctx.fillStyle = 'black'
ctx.font = '20px serif'
ctx.fillText(text, x, y);
}
function incrementScore() {
scoreValue++
}
function update() {
ctx.clearRect(0, 0, canvas.width, canvas.height)
updatePlayer(player)
for (let rect of rectArray) {
updateRect(rect)
drawRect(rect)
//We reset the score if the player is touched.
//Since player is also in the rectArray, we don't want to check if it collides with itself
if (rect != player && aabbCollision(player, rect))
scoreValue = 0
}
drawText("Score: " + scoreValue, 10, 20)
}
setInterval(update, 4)
setInterval(incrementScore, 500)
</script>