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HTML5 and JS collaboration. Super Mario Brothers clone made for my website
$(document).ready(function() {
// Canvas stuff
var canvas = $("#chooser")[0];
var ctx = canvas.getContext("2d");
ctx.canvas.width = $(window).width(); // Resize canvas
ctx.canvas.height = $(window).height();
var w = $("#chooser").width();
var h = $("#chooser").height();
// constants
var BLOCK_SIZE = 32;
var ENTRANCE_W = 64;
var ENTRANCE_H = 96;
// variables
var w_inside = w - 2*BLOCK_SIZE;
var h_inside = h - 2*BLOCK_SIZE;
// Mario's data
mario = {
//# position, moving speed
x: BLOCK_SIZE,
y: (h-3*BLOCK_SIZE),
mSpeed: {
x: 0,
y: 0
},
//# other vars
jump_height: 24,
jumping: false,
//# functions
process: function() {
//# Controls
// left, right
if (key_pressed[37]) {
if (mario.mSpeed.x > -8) mario.mSpeed.x -= 2;
}
if (key_pressed[39]) {
if (mario.mSpeed.x < 8) mario.mSpeed.x += 2;
}
// jump
if (key_pressed[38]) {
if ( (! mario.jumping) && (mario.mSpeed.y == 0) ) {
mario.jumping = true;
mario.mSpeed.y = -mario.jump_height;
}
}
//# position
// left, right
if (mario.mSpeed.x != 0) {
if ( (mario.x + mario.mSpeed.x >= BLOCK_SIZE) && (mario.x + mario.mSpeed.x <= w-2*BLOCK_SIZE) ) mario.x += mario.mSpeed.x;
if (mario.mSpeed.x < 0){
mario.mSpeed.x += 1;
}else{
mario.mSpeed.x -= 1;
}
}
// jump
if (mario.jumping) {
if (mario.mSpeed.y < 0) {
if (mario.y - mario.jump_height + mario.mSpeed.y >= 32) mario.y -= mario.jump_height + mario.mSpeed.y;
mario.mSpeed.y += 2;
}else{
mario.jumping = false;
mario.mSpeed.y = mario.jump_height;
}
}else /* falling */ if (mario.y < h-3*BLOCK_SIZE) {
mario.y += mario.mSpeed.y;
if (mario.y > (h-3*BLOCK_SIZE)) mario.y = h-3*BLOCK_SIZE;
if (mario.mSpeed.y < mario.jump_height) {
mario.mSpeed.y += 1;
} else {
mario.mSpeed.y -= 1;
}
}else{
mario.mSpeed.y = 0;
}
}
};
function init(){
ctx.fillStyle = "#000000";
ctx.fillRect(0,0,w,h);
if(typeof game_loop != "undefined") clearInterval(game_loop);
game_loop = setInterval(process, 30); // I have no idea what I'm doing...
}
function process(){ // all operations
mario.process();
paint();
}
function paint(){ // drawing
// clear canvas
ctx.fillStyle = "#000000";
ctx.fillRect(0,0,w,h);
// 1. Background
for (var i=1;i<((h-2*BLOCK_SIZE)/BLOCK_SIZE);i++) { // h-a*x, x=block size (eg. 32x32), a=number of blocks to ommit
ctx.drawImage(wall,0,i*BLOCK_SIZE); // Left vertical wall
ctx.drawImage(wall,w-BLOCK_SIZE,i*BLOCK_SIZE); // Right vertical wall
}
for (var i=1; i<4; i++) {
ctx.drawImage(entrance,((i/4)*w)-(ENTRANCE_W/2),h-2*BLOCK_SIZE-ENTRANCE_H); // Entrances
}
for (var i=0;i<w/BLOCK_SIZE;i++) {
ctx.drawImage(wall,i*BLOCK_SIZE,BLOCK_SIZE); // Top horizontal wall
for (var j=1; j<3; j++)
ctx.drawImage(floor,i*BLOCK_SIZE,h-j*BLOCK_SIZE); // Floor // h-a*x, x=block size (eg. 32x32), a=number of blocks to ommit
}
// 2. TXT & other
// 3. Mario
ctx.drawImage(tiles, 0, 0, BLOCK_SIZE, BLOCK_SIZE, mario.x, mario.y, 32,32); // Drawing Mario
}
// INIT CONTROLS
var key_pressed = {};
window.addEventListener('keydown',onKeyDown,true);
window.addEventListener('keyup',onKeyUp,true);
function onKeyDown(evt){
key_pressed[evt.keyCode] = true;
}
function onKeyUp(evt){
key_pressed[evt.keyCode] = false;
}
init(); // wywolanie init + uruchomienie loopa na samym końcu zawsze dawaj
});
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