/* * Copyright (C) 2012 David Geary. This code is from the book * Core HTML5 Canvas, published by Prentice-Hall in 2012. * * License: * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation files * (the "Software"), to deal in the Software without restriction, * including without limitation the rights to use, copy, modify, merge, * publish, distribute, sublicense, and/or sell copies of the Software, * and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * The Software may not be used to create training material of any sort, * including courses, books, instructional videos, presentations, etc. * without the express written consent of David Geary. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // --------------------------------------------------------------------- // --------------------------- DECLARATIONS ---------------------------- // --------------------------------------------------------------------- var canvas = document.getElementById('game-canvas'), context = canvas.getContext('2d'), // Constants............................................................ PLATFORM_HEIGHT = 8, PLATFORM_STROKE_WIDTH = 2, PLATFORM_STROKE_STYLE = 'rgb(0,0,0)', STARTING_RUNNER_LEFT = 50, STARTING_RUNNER_TRACK = 1, // Track baselines................................................... TRACK_1_BASELINE = 323, TRACK_2_BASELINE = 223, TRACK_3_BASELINE = 123, // Images............................................................ background = new Image(), runnerImage = new Image(), // Platforms......................................................... platformData = [ // One screen for now // Screen 1....................................................... { left: 10, width: 230, height: PLATFORM_HEIGHT, fillStyle: 'rgb(250,250,0)', opacity: 0.5, track: 1, pulsate: false, }, { left: 250, width: 100, height: PLATFORM_HEIGHT, fillStyle: 'rgb(150,190,255)', opacity: 1.0, track: 2, pulsate: false, }, { left: 400, width: 125, height: PLATFORM_HEIGHT, fillStyle: 'rgb(250,0,0)', opacity: 1.0, track: 3, pulsate: false }, { left: 633, width: 100, height: PLATFORM_HEIGHT, fillStyle: 'rgb(250,250,0)', opacity: 1.0, track: 1, pulsate: false, }, ]; // ------------------------- INITIALIZATION ---------------------------- function initializeImages() { background.src = 'images/background_level_one_dark_red.png'; runnerImage.src = 'images/runner.png'; background.onload = function (e) { startGame(); }; } function drawBackground() { context.drawImage(background, 0, 0); } function calculatePlatformTop(track) { var top; if (track === 1) { top = TRACK_1_BASELINE; } else if (track === 2) { top = TRACK_2_BASELINE; } else if (track === 3) { top = TRACK_3_BASELINE; } return top; } function drawPlatforms() { var pd, top; context.save(); // Save context attributes for (var i=0; i < platformData.length; ++i) { pd = platformData[i]; top = calculatePlatformTop(pd.track); context.lineWidth = PLATFORM_STROKE_WIDTH; context.strokeStyle = PLATFORM_STROKE_STYLE; context.fillStyle = pd.fillStyle; context.globalAlpha = pd.opacity; // If you switch the order of the following two // calls, you get a different effect. context.strokeRect(pd.left, top, pd.width, pd.height); context.fillRect (pd.left, top, pd.width, pd.height); } context.restore(); // Restore context attributes } function drawRunner() { context.drawImage(runnerImage, STARTING_RUNNER_LEFT, calculatePlatformTop(STARTING_RUNNER_TRACK) - runnerImage.height); } function draw(now) { drawBackground(); drawPlatforms(); drawRunner(); } function startGame() { draw(); } // Launch game......................................................... initializeImages();