Demonstrate a top-down camera with a canvas.
WIP: Generating with constant feedback from ChatGPT 4o.
class Vector2D { | |
constructor(x, y) { | |
this.x = x; | |
this.y = y; | |
} | |
// Add another vector to this vector | |
add(other) { | |
return new Vector2D(this.x + other.x, this.y + other.y); | |
} | |
// Subtract another vector from this vector | |
subtract(other) { | |
return new Vector2D(this.x - other.x, this.y - other.y); | |
} | |
// Scale the vector by a scalar | |
scale(scalar) { | |
return new Vector2D(this.x * scalar, this.y * scalar); | |
} | |
// Ensure the vector stays within bounds | |
clamp(min, max) { | |
return new Vector2D( | |
Math.max(min.x, Math.min(this.x, max.x)), | |
Math.max(min.y, Math.min(this.y, max.y)) | |
); | |
} | |
} | |
// GameObject Superclass | |
class GameObject { | |
constructor({ position, size, color = "white" }) { | |
this.position = | |
position instanceof Vector2D | |
? position | |
: new Vector2D(position.x, position.y); | |
this.size = size; | |
this.color = color; | |
} | |
isCollidingWith(other) { | |
return !( | |
this.position.x + this.size < other.position.x || | |
this.position.x > other.position.x + other.size || | |
this.position.y + this.size < other.position.y || | |
this.position.y > other.position.y + other.size | |
); | |
} | |
draw(ctx, camera) { | |
ctx.fillStyle = this.color; | |
ctx.fillRect( | |
this.position.x - camera.position.x, | |
this.position.y - camera.position.y, | |
this.size, | |
this.size | |
); | |
} | |
drawOnMinimap(ctx, minimapScale, minimapX, minimapY) { | |
const scaledPosition = new Vector2D(minimapX, minimapY).add( | |
this.position.scale(minimapScale) | |
); | |
const scaledSize = this.size * minimapScale; | |
ctx.fillStyle = this.color; | |
ctx.fillRect(scaledPosition.x, scaledPosition.y, scaledSize, scaledSize); | |
} | |
} | |
// Player Class | |
class Player extends GameObject { | |
constructor({ position, size }) { | |
super({ position, size, color: "cyan" }); | |
this.speed = 5; // Movement speed | |
} | |
update(inputHandler, map) { | |
const movement = new Vector2D(0, 0); | |
if (inputHandler.isActionActive("moveUp")) movement.y -= this.speed; | |
if (inputHandler.isActionActive("moveLeft")) movement.x -= this.speed; | |
if (inputHandler.isActionActive("moveDown")) movement.y += this.speed; | |
if (inputHandler.isActionActive("moveRight")) movement.x += this.speed; | |
const newPosition = this.position.add(movement); | |
// Check collisions with obstacles | |
if (!map.isCollidingWithObstacles(newPosition, this.size)) { | |
this.position = newPosition; | |
} | |
// Check bounds after updating position | |
map.checkBounds(this); | |
} | |
} | |
// Obstacle Class | |
class Obstacle extends GameObject { | |
constructor({ position, size }) { | |
super({ position, size, color: "red" }); | |
} | |
draw(ctx, camera) { | |
super.draw(ctx, camera); | |
} | |
} | |
// Camera Class | |
class Camera extends GameObject { | |
constructor({ width, height }) { | |
super({ position: new Vector2D(0, 0), size: 0 }); | |
this.width = width; | |
this.height = height; | |
} | |
follow(target, mapWidth, mapHeight) { | |
this.target = target; | |
this.mapWidth = mapWidth; | |
this.mapHeight = mapHeight; | |
} | |
update() { | |
if (this.target) { | |
// Scale width and height by 0.5 (equivalent to dividing by 2), then subtract | |
const halfSize = new Vector2D(this.width, this.height).scale(0.5); | |
// Set the camera position by subtracting the scaled vector from the target position | |
this.position = this.target.position.subtract(halfSize); | |
// Keep the camera within bounds | |
this.position = this.position.clamp( | |
new Vector2D(0, 0), // Minimum position | |
new Vector2D(this.mapWidth - this.width, this.mapHeight - this.height) // Maximum position | |
); | |
} | |
} | |
} | |
// InputHandler Class | |
class InputHandler { | |
constructor({ keymap }) { | |
this.keys = new Set(); | |
this.actions = new Set(); | |
// Create and store the reverse keymap as a property of InputHandler | |
this.reverseKeymap = this.buildReverseKeymap(keymap); | |
// Bind keydown and keyup events inline in the constructor | |
window.addEventListener("keydown", (e) => this.handleKeydown(e)); | |
window.addEventListener("keyup", (e) => this.handleKeyup(e)); | |
} | |
// Helper method to create the reverse keymap | |
buildReverseKeymap(keymap) { | |
const reverseKeymap = {}; | |
Object.entries(keymap).forEach(([action, keys]) => { | |
keys.forEach((key) => { | |
reverseKeymap[key] = action; | |
}); | |
}); | |
return reverseKeymap; | |
} | |
handleKeydown(e) { | |
const action = this.reverseKeymap[e.key]; | |
if (action) { | |
this.actions.add(action); | |
} | |
} | |
handleKeyup(e) { | |
const action = this.reverseKeymap[e.key]; | |
if (action) { | |
this.actions.delete(action); | |
} | |
} | |
isActionActive(action) { | |
return this.actions.has(action); | |
} | |
} | |
// Renderer Class | |
class Renderer { | |
constructor({ context, minimap }) { | |
this.ctx = context; | |
this.minimap = minimap; | |
} | |
render(map, player, camera) { | |
this.ctx.clearRect(0, 0, canvas.width, canvas.height); | |
// Draw the map and obstacles | |
map.draw(this.ctx, camera); | |
// Draw the player | |
player.draw(this.ctx, camera); | |
// Draw the minimap | |
this.minimap.draw(this.ctx); | |
} | |
} | |
// Map Class | |
class Map { | |
constructor({ width, height, obstacles }) { | |
this.width = width; | |
this.height = height; | |
this.obstacles = obstacles; | |
} | |
checkBounds(object) { | |
object.position = object.position.clamp( | |
new Vector2D(0, 0), | |
new Vector2D(this.width - object.size, this.height - object.size) | |
); | |
} | |
isCollidingWithObstacles(position, size) { | |
return this.obstacles.some((obstacle) => { | |
return !( | |
position.x + size < obstacle.position.x || | |
position.x > obstacle.position.x + obstacle.size || | |
position.y + size < obstacle.position.y || | |
position.y > obstacle.position.y + obstacle.size | |
); | |
}); | |
} | |
draw(ctx, camera) { | |
const gridSize = 50; | |
ctx.fillStyle = "#222"; | |
ctx.fillRect(0, 0, this.width, this.height); | |
ctx.strokeStyle = "#444"; | |
ctx.lineWidth = 1; | |
for (let x = 0; x < this.width; x += gridSize) { | |
ctx.beginPath(); | |
ctx.moveTo(x - camera.position.x, 0 - camera.position.y); | |
ctx.lineTo(x - camera.position.x, this.height - camera.position.y); | |
ctx.stroke(); | |
} | |
for (let y = 0; y < this.height; y += gridSize) { | |
ctx.beginPath(); | |
ctx.moveTo(0 - camera.position.x, y - camera.position.y); | |
ctx.lineTo(this.width - camera.position.x, y - camera.position.y); | |
ctx.stroke(); | |
} | |
this.obstacles.forEach((obstacle) => obstacle.draw(ctx, camera)); | |
} | |
} | |
// Minimap Class | |
class Minimap { | |
constructor({ map, player, size = 64 }) { | |
this.map = map; | |
this.player = player; | |
this.size = size; | |
} | |
draw(ctx) { | |
const minimapX = canvas.width - this.size - 10; | |
const minimapY = 10; | |
ctx.fillStyle = "rgba(0, 0, 0, 0.5)"; | |
ctx.fillRect(minimapX, minimapY, this.size, this.size); | |
ctx.strokeStyle = "yellow"; | |
ctx.lineWidth = 1; | |
ctx.strokeRect(minimapX - 1, minimapY - 1, this.size + 2, this.size + 2); | |
const scale = this.size / this.map.width; | |
this.map.obstacles.forEach((obstacle) => { | |
obstacle.drawOnMinimap(ctx, scale, minimapX, minimapY); | |
}); | |
this.player.drawOnMinimap(ctx, scale, minimapX, minimapY); | |
} | |
} | |
// Scene Class | |
class Scene { | |
constructor({ player, map, camera }) { | |
this.player = player; | |
this.map = map; | |
this.camera = camera; | |
} | |
update(inputHandler) { | |
this.player.update(inputHandler, this.map); | |
this.camera.update(); | |
} | |
draw(renderer) { | |
renderer.render(this.map, this.player, this.camera); | |
} | |
} | |
class Game { | |
constructor(config) { | |
const mapWidth = config.map.width || 2000; | |
const mapHeight = config.map.height || 2000; | |
const playerConfig = config.player || { | |
position: new Vector2D(100, 100), | |
size: 20, | |
}; | |
const obstacleCount = config.map.obstacleCount || 10; | |
this.player = new Player(playerConfig); | |
this.obstacles = this.generateObstacles(obstacleCount, mapWidth, mapHeight); | |
this.map = new Map({ | |
width: mapWidth, | |
height: mapHeight, | |
obstacles: this.obstacles, | |
}); | |
this.camera = new Camera({ width: canvas.width, height: canvas.height }); | |
this.camera.follow(this.player, mapWidth, mapHeight); | |
this.inputHandler = new InputHandler({ keymap: config.keymap }); | |
this.minimap = new Minimap({ | |
map: this.map, | |
player: this.player, | |
size: config.minimap.size || 64, | |
}); | |
this.renderer = new Renderer({ context: ctx, minimap: this.minimap }); | |
this.scene = new Scene({ | |
player: this.player, | |
map: this.map, | |
camera: this.camera, | |
}); | |
} | |
generateObstacles(count, mapWidth, mapHeight) { | |
const obstacles = []; | |
for (let i = 0; i < count; i++) { | |
const x = Math.random() * (mapWidth - 50); | |
const y = Math.random() * (mapHeight - 50); | |
const size = 20 + Math.random() * 40; | |
obstacles.push(new Obstacle({ position: new Vector2D(x, y), size })); | |
} | |
return obstacles; | |
} | |
update() { | |
this.scene.update(this.inputHandler); | |
} | |
draw() { | |
this.scene.draw(this.renderer); | |
} | |
gameLoop() { | |
this.update(); | |
this.draw(); | |
requestAnimationFrame(() => this.gameLoop()); | |
} | |
start() { | |
this.gameLoop(); | |
} | |
} | |
// Initialize and start the game | |
const canvas = document.getElementById("gameCanvas"); | |
const ctx = canvas.getContext("2d"); | |
const config = { | |
player: { | |
position: new Vector2D(150, 150), | |
size: 30, | |
}, | |
map: { | |
width: 3000, | |
height: 3000, | |
obstacleCount: 20, | |
}, | |
minimap: { | |
size: 64, | |
}, | |
keymap: { | |
moveUp: ["w", "ArrowUp"], | |
moveLeft: ["a", "ArrowLeft"], | |
moveDown: ["s", "ArrowDown"], | |
moveRight: ["d", "ArrowRight"], | |
}, | |
}; | |
const game = new Game(config); | |
game.start(); |
<!DOCTYPE html> | |
<html lang="en"> | |
<head> | |
<meta charset="UTF-8" /> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0" /> | |
<title>Pixelated Game</title> | |
<style> | |
body { | |
margin: 0; | |
display: flex; | |
justify-content: center; | |
align-items: center; | |
height: 100vh; | |
background-color: black; | |
} | |
canvas { | |
/* Ensure canvas scales uniformly */ | |
width: 640px; | |
height: 360px; | |
/* Make the canvas pixelated */ | |
image-rendering: optimizeSpeed; /* Older versions of FF */ | |
image-rendering: -moz-crisp-edges; /* FF */ | |
image-rendering: -webkit-optimize-contrast; /* Safari */ | |
image-rendering: -o-crisp-edges; /* Opera */ | |
image-rendering: pixelated; /* Chrome */ | |
image-rendering: crisp-edges; /* CSS3 */ | |
} | |
</style> | |
</head> | |
<body> | |
<canvas id="gameCanvas" width="320" height="180"></canvas> | |
<script src="game.js"></script> | |
</body> | |
</html> |