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main.js
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main.js
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canvas.setAttribute("id", "canvas");
//website don't scroll when using arrow keys
window.addEventListener("keydown", function (e) {
// space and arrow keys
if ([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
e.preventDefault();
}
}, false);
var gridX
var gridY
/**
* load the Game class
*/
var game = new Game();
/**
* loads candy
*/
var candy;
/**
* detects key presses
*/
//touch controls
canvas.addEventListener('touchstart', event => {
lastTouch = event;
});
var lastTouch
canvas.addEventListener('touchmove', event => {
event.preventDefault()
if (!player.alive) return
var deltaX = lastTouch.changedTouches[0].clientX - event.changedTouches[0].clientX
var deltaY = lastTouch.changedTouches[0].clientY - event.changedTouches[0].clientY
if (Math.abs(deltaX) > Math.abs(deltaY)) {
if (deltaX > 0 && player.direction != "right") {
player.direction = "left";
} else if (player.direction != "left") {
player.direction = "right";
}
}
if (Math.abs(deltaY) > Math.abs(deltaX)) {
if (deltaY > 0 && player.direction != "down") {
player.direction = "up";
} else if (player.direction != "up") {
player.direction = "down";
}
}
//console.log("x" + event.changedTouches[0].clientX);
//console.log("y" + event.changedTouches[0].clientY);
lastTouch = event;
});
var keysDown = [];
/**
* when key is not pressed, used to check if key is
* pressed so you can't go back too quickly
*/
var keypressed = false;
document.addEventListener("keydown", event => {
if (keypressed) return;
keysDown[event.keyCode] = true;
keypressed = true;
})
//gives the html buttons keypresses
function spaceButton() {
if (!player.alive) {
game.reset();
}
}
function changeSkin() {
if (player.skin == 0) {
player.skin = 1;
} else if (player.skin == 1) {
player.skin = 0;
}
}
window.onload = () => {
canvas.width = player.sprite.width * 15;
//console.log(canvas.width);
canvas.height = player.sprite.height * 17;
/* console.log(canvas.height);
console.log(canvas.width /15);
console.log(canvas.height / 17); */
gridX = player.sprite.width
gridY = player.sprite.height
candy = new Candy();
game.start();
}
let body = document.getElementsByTagName('body')[0];
body.appendChild(canvas);