JavaScript - Html5&js-game-1 Large Js Into Separate Js Files?
HTML5&JS-Game-1 Large JS Into Separate JS Files?
Hi, I am a C++ game programmer who attempted to make an HTML5/JS game. Game turned out great (except for some performance issues on old computers). Although the game is good, I am terribly embarrassed about the source. Source is HTML5/JavaScript and its one giant, ugly, and confusing HTML file. I've been researching on Google how to split the 1 large HTML file into smaller separate *.js files but can not get it working. Here is the URL link to the game's folder on my web site: http://16bitsoft.com/T-Crisis3AI--HTML5/ I've tried to split the one HTML file into smaller separate *.js files. Had a "Logic.js" file with all logic global variables and functions in it and I loaded the "Logic.js" file (I think) into main HTML file but the main HTML file can't locate the logic variables and functions??? If your a Jedi Master Ninja Assassin HTML5/JavaScript coder then please try to help! Thanks! JeZ+Lee 16BitSoft Video Game Design Studio www.16BitSoft.com Here is screenshots of the game: Similar TutorialsI am trying to create an Asteroids type game using JavaScript along with html5's canvas element for drawing. I have searched around and have looked at examples but I can't figure out what is wrong with my rendering that I do in the game loop that is run every frame. The problem appears to be only that the canvas is not cleared at the beginning of each frame but I feel there might be something wrong also. The code used and shown below only works in Firefox but not Google Chrome or Safari. Here is a picture of what it renders in Chrome: What is is supposed to look like and is in Firefox: Here is my set up for drawing on the canvas: Code: var canvas = null; var c2d = null; //... window.onload = init; function init() { canvas = document.getElementById('canvas'); c2d = canvas.getContext('2d'); setInterval( step, 1000/FPS ); //... //c2d.setTransform(1,0,0,1,0,0); // reset to identity <--Do I need this? } Below is the game loop function. Am I clearing the canvas correctly because it does not clear the screen? Also am I using the save and restore functions correctly? Each asteroid and player drawn is at a different of position and rotation so am I doing it correct to draw them? Code: function step() { //... canvas.width = canvas.width; //clear canvas PROBLEM //Things I have tried: //canvas.height = canvas.height; //clear canvas //c2d.clearRect(0, 0, canvas.width, canvas.height); for (u=0;u<asteroids.length;u++) { c2d.save(); asteroids[u].draw(); c2d.restore(); } c2d.save(); player.draw(); c2d.restore(); c2d.strokeStyle = "#000000"; c2d.stroke(); } Below is the Asteroid and Player drawing functions. The Asteroid is a polygon and the Player is a triangle. Both rotate and are draw correctly but should I be passing a reference to the drawing reference? Code: function Asteroid_draw() { c2d.translate( this.x, this.y ); c2d.rotate(this.angle); for (i=0;i<this.points_x.length-1;i++) { c2d.moveTo(this.points_x[i],this.points_y[i]); c2d.lineTo(this.points_x[i+1],this.points_y[i+1]); } c2d.moveTo(this.points_x[0],this.points_y[0]); c2d.lineTo(this.points_x[this.points_x.length-1],this.points_y[this.points_x.length-1]); } function Player_draw() { c2d.translate( this.x, this.y ); c2d.rotate(this.angle); //Points {0,-12}{7,5}{-7,5} c2d.moveTo(0,-12); c2d.lineTo(7,5); c2d.moveTo(7,5); c2d.lineTo(-7,5); c2d.moveTo(-7,5); c2d.lineTo(0,-12); } Any help is appreciated. I want to make separate js and html files from my toggle.htm file: Code: <html> <head> <script type="text/javascript"> function toggle() { var ele = document.getElementById("toggleText"); var text = document.getElementById("displayText"); if(ele.style.display == "block") { ele.style.display = "none"; text.innerHTML = "show"; } else { ele.style.display = "block"; text.innerHTML = "hide"; } } </script> </head> <body> <a id="displayText" href="javascript:toggle();">show</a> <== click Here <div id="toggleText" style="display: none"><h1>peek-a-boo</h1></div> </body> </html> My togglejs.js file looks like this: Code: function toggle() { var ele = document.getElementById("toggleText"); var text = document.getElementById("displayText"); if(ele.style.display == "block") { ele.style.display = "none"; text.innerHTML = "show"; } else { ele.style.display = "block"; text.innerHTML = "hide"; } } My togglehtm.htm file looks like this: Code: <html> <head> <script type="text/javascript" src="toggle.js"></script> </head> <body> <a id="displayText" href="javascript:toggle();">show</a> <== click Here <div id="toggleText" style="display: none"><h1>peek-a-boo</h1></div> </body> </html> What changes should I make. Please help. This is a simple basic game i want to make. Its a "What Am I" Riddle... The questions is (In HTML which i already know): I'm as light as a feather but no man can hold me for long. What am I? the answer is: Your Breath. (This is where the JAVASCRIPT comes in) Lets say they guess a rock, have a pop up say: Wrong Answer. Please try again. Lets say they guess Your breath -OR- Breath, have a pop up say: Correct! I want a text field where you can enter your answer, and if they choose ANYTHING but the 2 correct answers above, it will display please try again. Can anyone code this please? Thanks for reading. Ok so i want to work on an EASY basic game. As simple as Guess what number... But there are some twist... Ok So here is my example... (HTML, i know this.)I'm Guessing a number 1-99. What is it? (java) Lets say its 66 and they guess 53, have the text rusult be in a pop up window be: Too low! (java) Lets say they guess 78, have the text rusult be in a pop up window be: Too high! (java) Lets say they guess 100+, have the text rusult be in a pop up window be: Out of range! (java)But lets say they guess 66, have a text result be in a pop up window be: You've won! (java) I want a text field where you can enter your answer, and it will do the actions above. Can anyone code this? Thanks for reading! Hi, I have read (and been told) that the current standard/fashion is to have separate files for html, css and javascript but nobody has ever said why that is... it would seem to me to be easier to keep everything in one file, but there must be advantages to separating them out. Does anybody feel like breaking them down for me? thanks in advance. Hey all, So basically, what I effectively want is a dropdown menu, but without it dropping down. Let me put it a different way, I have my top links, and a space underneath them. What I want is for if you move your mouse over one of the links a new set of links relative to that one will appear in the box below and will remain there until the mouse is moved over another main link. Is this possible? Thanks I want to know how to move a character on the path when you click the left or right arrow, but also when the left arrow is clicked it will switch between 4 images, making it look as though the characters is actually walking left arrow = moves character to left on the path(walks to the left) right arrow = moves character to right on the path(walks to the right) up arrow = character jumps This is my original code, it draws a path something like this \____ ........................................................................................\ Code: function drawMap(){ // get the canvas element using the DOM var canvas = document.getElementById('map'); // Make sure we don't execute when canvas isn't supported if (canvas.getContext){ // use getContext to use the canvas for drawing var ctx = canvas.getContext('2d'); // Stroked Path ctx.beginPath(); ctx.moveTo(0,70); ctx.lineTo(45,115); ctx.lineTo(250,115); ctx.lineTo(300,135); ctx.stroke(); ctx.closePath(); } else { alert('Your broswer does not support Canvas, We recommend getting the latest version of google chrome for the best quality'); } } Can anyone point me in the right direction? Hello. I am opening a new small window through javascript. Here is the code: Code: <script type="text/javascript"> function openwindow(id) { var left = (screen.width/2)-350; var top = (screen.height/2)-240; var mywindow = window.open(" map.asp ?location="+id,"mywindow","menubar=0,resizable=0,width=700,height=400,left="+left+",top="+top+"");} </script> But on the same page I have another link for a new window which is essentially the same code: Code: <script type="text/javascript"> function openwindow(id) { var left = (screen.width/2)-350; var top = (screen.height/2)-240; var mywindow = window.open(" pofull.asp ?poid="+id,"mywindow","menubar=0,resizable=0,width=700,height=400,left="+left+",top="+top+"");} </script> As you can see in the red text, one link should open map.asp and the other should open pofull.asp... but they BOTH open in pofull. So I have tried to change the function name for one of them but then it doesnt work at all. I am quite confused here. I have tried everything to separate the two scripts but nothing has worked. Can someone help? Hi, I'm fairly new to javascript & am trying to learn it using best methods. I have been using various books & some video tutorials, such as lynda.com. I've noticed when I do google searches for example tutorials, 9 times out 10, the javascript has been coded into the html file. As a newbie I find it takes a very long time to redo the coding into the separate .js file. And if the coding is relatively complex (and most of it appears that way to someone new to this) I can't get it too work using a separate file for the javascript. I wanted to ask anyone very familiar with this, their suggestions regarding good places for tutorials where the .js file is separated. Apparently there are advantages to having it separate and it's considered best practices from what I've come to understand. Also most of the results from google searches pulls up out-dated coding and/or tutorials that suggest you should already understand what is being referred too. I'm trying to avoid learning it the wrong way. I'm willing to put in the effort, however I don't want to pick up bad habits. Any help is very appreciated. If this was not as clear as I intended it to be, please ask any specifics and I'll try my best to answer. -Todd Hi On my web page I have 3 seperate catorgories with 2 drop down lists in each, the first dropdown list in each catergory is for "county" here is a snippet of the code Code: function fillCategory(){ addOption(document.drop_list.Category, "bedfordshire", "Bedfordshire", ""); addOption(document.drop_list.Category, "berkshire", "Berkshire", ""); addOption(document.drop_list.Category, "buckinghamshire", "Buckinghamshire", ""); addOption(document.drop_list.Category, "cambridgeshire", "Cambridgeshire", ""); I wanted to know if it is possible to use "list.js" to populate all 3 county dropdown lists or would I need "list.js" "list1.js" etc etc I'm keen to know what you guys think of this. In order to have HTML5 semantics and support for older browsers without Javascript enable I've written a little script that changes classes into node. For example <div class="nav"> would become <nav class="nav"> Code: //Adapt page to HTML5 function changeNodeName(element, newNodeName) { var oldNode = element, newNode = document.createElement(newNodeName), node, nextNode; node = oldNode.firstChild; while (node) { nextNode = node.nextSibling; newNode.appendChild(node); node = nextNode; } for (var i = 0; i < oldNode.attributes.length; i++) { newNode.setAttribute(oldNode.attributes[i].name, oldNode.attributes[i].value); } oldNode.parentNode.replaceChild(newNode, oldNode); } try { var theBody = document.getElementsByTagName("body")[0]; var classNames = ["article", "aside", "command", "details", "summary", "figure", "figcaption", "footer", "header", "mark", "meter", "nav", "progress", "ruby", "rt", "rp", "section", "time", "wbr"]; for (var i = 0; i < classNames.length; i++) { htmlFourElements = document.getElementsByClassName(classNames[i], theBody); for (var ii = 0; ii < htmlFourElements.length; ii++) { changeNodeName(htmlFourElements[ii], classNames[i]); } } } catch(e) { console.error(e.message); } Let me know what you think I want to have an example on web storage. I have an index.html page. On this page, there is a button which will go to another page, that is page1.html. On this page now, there is another button which will go to page2.html if clicked. Index.html > page1.html > page2.html Suppose if a user has already visited page2.html on the first time, how to make him/her goes directly on page2.html after clicking the button on index.html? The user must not again go to page1.html to get page2.html because he/she has already done that. I want to know how to store page sessions with HTML5 so that the user gets on his/her last visited page when he/she clicks the button. Thank. so, I can pass a value from a select list to another function which then decides which function to call, but I want to cut out the middleman, and make the values the function calls, and call them directly on the onchange... I imagine something like this: Code: <select id="select" onchange="this.value"> <option selected value="function1()">Funtion 1</option> <option value="function2()">Function 2</option> <option value="function3()">Function 3</option> </select> is it possible? Hi, I'm writing a page scraper in javascript which involves loading a page to scrape, detecting when the page has loaded successfully and then scraping the data. I can get the 'page loading detection' to work if I load the page in a sub-frame. But this is no good as some sites include frame-buster code which breaks my scraper and I cant get any of the framebuster-buster solutions to work. So instead I decided to look at loading the page in a separate tab. Does anyone know how to reliably detect when a page has finished loading in a tab please? I am using Firefox only and I dont mind if the solution requires some extension or greasemonkey script (I have already added the configuration/commands to allow access to pages from different domains). The code below shows an attempt. It sometimes detects when the initial page has loaded but when I press 'submit' it doesnt detect the second loading. Thanks. Code: <html> <head> <script type="text/javascript"> currentPageObj = window.open("http://www.bbc.co.uk", "currentPage"); currentPageObj.addEventListener("load", function(){alert("loaded")}, false); </script> </head> <body> <form action="http://www.example.com" rel="nofollow" target="currentPage"> <input type="submit"> </form> </body> </html> Hello, I am currently trying to create a simple form based web-page (uploaded here) that creates a query for a WMS (Web Map Service). Seeing as how I am still new to programming, I was hoping that you could help me . The page consists of about 10 different forms, which are all put together in a (string) variable named "compiledQuery" in a function named "compileRequest" which is activated via a button. I would like to print out this variable on the page so that the users can see the query for themselves. After doing some research I came to the conclusion that the best way to do this would be via an iframe (I do not want to use a pop-up). The function I use to do this is: Code: function printRequest() { var query_frame = document.getElementById('frame_compiled'); query_frame.document.write(compiledQuery); } "frame_compiled" is the name of my iframe: Code: <iframe name="frame_compiled" width="400" height="125"> </iframe> I know that "compiledQuery" has been assigned a value (I used an alert with the value). Hence, I also know that the "prinRequest"-function works on principle... However, it seems as if I am having problem with retrieving the name of the iframe to the function (I tried doing an alert with the value, it was returned as null). So, I suppose my question is this: How do I properly retrieve the value of the iframe, and am I on the right way using document.write to show the value of "compiledQuery" to the users? Or should I use another way of doing this completely? I think I have looked through a hundred different tutorials and guides online, I just can't seem to find any hints to this problem... Any help would be greatly appreciated Hi, I was working on this problem that asks me to return an array of scores for each string (only for its content part, not URL) in the global variable, which is an array. For example, alert a score of 0 if the string z is not found, 1 if found once, and 2 for twice. My problem is that I can get the code to alert if it has found the word (ex. "the"), but I cannot manage to : a) Assign separate scores for each string. b) Make the search case insensitive i.e. "the" will appear in 0,1, but not in 2, where it is capitalized I would appreciate any help! [CODE] var c = ["[www.facebook.com] Facebook is the best social networking site to coccent with your friends. ", "[www.google.co.uk] Google is the worldwide search engine. ", "[www.bbc.co.uk] The best news source for starting your day. "]; function findScore(z) { for (var i=0; i<c.length; i++) { var a = c[i].toString(); var b = a.search(z); if(b>-1) { alert (z + " found in array " + i); } } } findScore("the"); [CODE] Sorry for not being able to wrap the code! I am new to javascript (I started learning it today) so please explain it for newbies. I am trying to get the amount of video (in seconds) buffered already by the client and the whole duration of the video. Then, I divide them to get the precentage which was buffered so far. I have no problem storing the durating using: Code: var duration = document.getElementById('vid').duration - returns "12.6" (seconds) I am struggling with getting the buffered time. I tried: Code: var buffered = document.getElementById('vid').buffered This one returns "[object TimeRanges]". From what I understood this is some kind of an object (Like an array?). I tried returning "buffered.length" and I get "1" back. Please explain how I can do this. thanks I found a tutorial to create the HTML5 flip book. I combined three Edge "projects" with the HTML5 flip book. http://www.schrene.web44.net/Easter-2012/Book-A.html I tried to adjust the z-index so that the butterfly would fly out of the book but nothing I tried worked.. Also I wanted the animations to start with each flip of the page... I tried but I don't know enough javaScript to figure it out.... So I created a "cheesy" work around... A very large div on the right side of the page that has the animations in a mouse out event. Here is the page flip js: Code: (function() { // Dimensions of the whole book var BOOK_WIDTH = 880; var BOOK_HEIGHT = 460; // Dimensions of one page in the book var PAGE_WIDTH = 428; var PAGE_HEIGHT = 450; // Vertical spacing between the top edge of the book and the papers var PAGE_Y = ( BOOK_HEIGHT - PAGE_HEIGHT ) / 2; // The canvas size equals to the book dimensions + this padding var CANVAS_PADDING = 30; var page = 0; var canvas = document.getElementById( "pageflip-canvas" ); var context = canvas.getContext( "2d" ); var mouse = { x: 0, y: 0 }; var flips = []; var book = document.getElementById( "book" ); // List of all the page elements in the DOM var pages = book.getElementsByTagName( "section" ); // Organize the depth of our pages and create the flip definitions for( var i = 0, len = pages.length; i < len; i++ ) { pages[i].style.zIndex = len - i; flips.push( { // Current progress of the flip (left -1 to right +1) progress: 1, // The target value towards which progress is always moving target: 1, // The page DOM element related to this flip page: pages[i], // True while the page is being dragged dragging: false } ); } // Resize the canvas to match the book size canvas.width = BOOK_WIDTH + ( CANVAS_PADDING * 2 ); canvas.height = BOOK_HEIGHT + ( CANVAS_PADDING * 2 ); // Offset the canvas so that it's padding is evenly spread around the book canvas.style.top = -CANVAS_PADDING + "px"; canvas.style.left = -CANVAS_PADDING + "px"; // Render the page flip 60 times a second setInterval( render, 1000 / 60 ); document.addEventListener( "mousemove", mouseMoveHandler, true ); document.addEventListener( "mousedown", mouseDownHandler, true ); document.addEventListener( "mouseup", mouseUpHandler, false ); function mouseMoveHandler( event ) { // Offset mouse position so that the top of the spine is 0,0 mouse.x = event.clientX - book.offsetLeft - ( BOOK_WIDTH / 2 ); mouse.y = event.clientY - book.offsetTop; } function mouseDownHandler( event ) { // Make sure the mouse pointer is inside of the book if (Math.abs(mouse.x) < PAGE_WIDTH) { if (mouse.x < 0 && (page - 1) >= 0) { // We are on the left side, drag the previous page flips[page - 1].dragging = true; selPage=page-1; } else if (mouse.x > 0 && (page + 1) < flips.length) { // We are on the right side, drag the current page flips[page].dragging = true; selPage=page; } } // Prevents the text selection event.preventDefault(); } function mouseUpHandler( event ) { for( var i = 0; i < flips.length; i++ ) { // If this flip was being dragged, animate to its destination if( flips[i].dragging ) { // Figure out which page we should navigate to if( mouse.x < 0 ) { flips[i].target = -1; if (selPage == page) page = Math.min( page + 1, flips.length ); } else { flips[i].target = 1; if (selPage != page ) page = Math.max( page - 1, 0 ); } } flips[i].dragging = false; } } function render() { context.clearRect( 0, 0, canvas.width, canvas.height ); for (var i = 0; i < flips.length; i++) { var flip = flips[i]; if( flip.dragging ) { flip.target = Math.max( Math.min( mouse.x / PAGE_WIDTH, 1 ), -1 ); } flip.progress += ( flip.target - flip.progress ) * 0.2; // If the flip is being dragged or is somewhere in the middle of the book, render it if( flip.dragging || Math.abs( flip.progress ) < 0.997 ) { drawFlip( flip ); } } } function drawFlip( flip ) { // Strength of the fold is strongest in the middle of the book var strength = 1 - Math.abs( flip.progress ); if (strength < 0.01) strength=0.01; // Width of the folded paper var foldWidth = ( PAGE_WIDTH * 0.5 ) * ( 1 - flip.progress ); // X position of the folded paper var foldX = PAGE_WIDTH * flip.progress + foldWidth; // How far the page should outdent vertically due to perspective var verticalOutdent = 20 * strength; // The maximum width of the left and right side shadows var paperShadowWidth = ( PAGE_WIDTH ) * Math.max( Math.min( 1 - flip.progress, 0.5 ), 0 ); var rightShadowWidth = ( PAGE_WIDTH ) * Math.max( Math.min( strength, 0.5 ), 0 ); var leftShadowWidth = ( PAGE_WIDTH ) * Math.max( Math.min( strength, 0.5 ), 0 ); // Change page element width to match the x position of the fold flip.page.style.width = Math.max(foldX, 0) + "px"; context.save(); context.translate( CANVAS_PADDING + ( BOOK_WIDTH / 2 ), PAGE_Y + CANVAS_PADDING ); // Draw a sharp shadow on the left side of the page context.strokeStyle = 'rgba(0,0,0,'+(0.05 * strength)+')'; context.lineWidth = 30 * strength; context.beginPath(); context.moveTo(foldX - foldWidth, -verticalOutdent * 0.5); context.lineTo(foldX - foldWidth, PAGE_HEIGHT + (verticalOutdent * 0.5)); context.stroke(); // Right side drop shadow var rightShadowGradient = context.createLinearGradient(foldX, 0, foldX + rightShadowWidth, 0); rightShadowGradient.addColorStop(0, 'rgba(0,0,0,'+(strength*0.2)+')'); rightShadowGradient.addColorStop(0.8, 'rgba(0,0,0,0.0)'); context.fillStyle = rightShadowGradient; context.beginPath(); context.moveTo(foldX, 0); context.lineTo(foldX + rightShadowWidth, 0); context.lineTo(foldX + rightShadowWidth, PAGE_HEIGHT); context.lineTo(foldX, PAGE_HEIGHT); context.fill(); // Left side drop shadow var leftShadowGradient = context.createLinearGradient(foldX - foldWidth - leftShadowWidth, 0, foldX - foldWidth, 0); leftShadowGradient.addColorStop(0, 'rgba(0,0,0,0.0)'); leftShadowGradient.addColorStop(1, 'rgba(0,0,0,'+(strength*0.15)+')'); context.fillStyle = leftShadowGradient; context.beginPath(); context.moveTo(foldX - foldWidth - leftShadowWidth, 0); context.lineTo(foldX - foldWidth, 0); context.lineTo(foldX - foldWidth, PAGE_HEIGHT); context.lineTo(foldX - foldWidth - leftShadowWidth, PAGE_HEIGHT); context.fill(); // Gradient applied to the folded paper (highlights & shadows) var foldGradient = context.createLinearGradient(foldX - paperShadowWidth, 0, foldX, 0); foldGradient.addColorStop(0.35, '#fafafa'); foldGradient.addColorStop(0.73, '#eeeeee'); foldGradient.addColorStop(0.9, '#fafafa'); foldGradient.addColorStop(1.0, '#e2e2e2'); context.fillStyle = foldGradient; context.strokeStyle = 'rgba(0,0,0,0.06)'; context.lineWidth = 0.5; // Draw the folded piece of paper context.beginPath(); context.moveTo(foldX, 0); context.lineTo(foldX, PAGE_HEIGHT); context.quadraticCurveTo(foldX, PAGE_HEIGHT + (verticalOutdent * 2), foldX - foldWidth, PAGE_HEIGHT + verticalOutdent); context.lineTo(foldX - foldWidth, -verticalOutdent); context.quadraticCurveTo(foldX, -verticalOutdent * 2, foldX, 0); context.fill(); context.stroke(); context.restore(); } })(); Here is the js for activating the Edge animations: Code: <script> function playAnim1(){ var comp = $.Edge.getComposition("page1"); var stage = comp.getStage(); stage.play("play1"); } $(document).ready(function(){ setTimeout(playAnim1, 1000); }); function playAnim2(){ var comp = $.Edge.getComposition("page2"); var stage = comp.getStage(); stage.play("play2"); } $(document).ready(function(){ setTimeout(playAnim2, 1000); }); function playAnim3(){ var comp = $.Edge.getComposition("page3"); var stage = comp.getStage(); stage.play("play3"); } $(document).ready(function(){ setTimeout(playAnim3, 1000); }); </script> Not sure if the things I want to accomplish with this are even possible??? If anybody has any help or advice I would greatly appreciate it. Hi there! I found this code, in reply to someone's problem, on this forum. I have altered it to my own needs, as it's an excellent piece of code. However, I would like it to run under HTML5. I believe I need to add "canvas" code to do the same?? I have already changed the doctype! HTML heading etc., Can anyone help? Many, many thanks!! Code: <!doctype html> <head> <meta charset=UTF-8" /> <title>Crazy Rally - France</title> <script type="text/javascript"> var frames = new Array(); //load frames into array for(var i = 1; i < 417; i++){ frames[i] = new Image(480,320); frames[i].src = "track" + i + ".png"; } //playback var currentFrameNumber = 1; var fps = 30; // frames / second const speed = 1000 / fps; // milliseconds //var speed = 33; function nextFrame( ) { document.getElementById("display").src = frames[currentFrameNumber].src; currentFrameNumber = ( currentFrameNumber + 1 ) % frames.length; setTimeout( nextFrame, speed ); } window.onload = nextFrame; </script> </head> <body> <img id="display" src="track1.png" width="480" height="320"> </body> </html> |