I'm making a simple canvas where the user uses WASD to move a rectangle up, left, down, right, respectively. The animation works fine for S and D keys, but when I tried to do the a key it doesn't work, and I'm not sure why. Below is my code.
//event listener
window.addEventListener("keydown", onKeyDown, false);
window.addEventListener("keyup", onKeyUp, false);
function onKeyDown(event){
var keyCode = event.keyCode;
switch(keyCode){
case 68: //d
keyD = true;
break;
case 83: //s
keyS = true;
break;
case 63: //a
keyA = true;
break;
}
}
function onKeyUp(event){
var keyCode = event.keyCode;
switch(keyCode){
case 68: //d
keyD = false;
break;
case 83: //s
keyS = false;
break;
case 63: //a
keyA = false;
break;
}
}
//neccessary variables
var tickX = 10;
var tickY = 10;
var keyW = false;
var keyA = false;
var keyS = false;
var keyD = false;
//main animation function
function drawStuff(){
window.requestAnimationFrame(drawStuff);
var canvas = document.getElementById("myCanvas");
var c = canvas.getContext("2d");
c.clearRect(0,0,500,500);
c.fillStyle = "blue";
c.fillRect(tickX,tickY,100,100);
if(keyD == true){
tickX+=5;
}
if(keyS == true){
tickY+=5;
}
if(keyA == true){
tickX--;
}
}
window.requestAnimationFrame(drawStuff);
Is this a problem with decrementing tickX? Any help is appreciated!
You are missing some of the case statements that you need. I believe some of your case numbers are also incorrect. Try this runnable snippet:
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
//event listener
window.addEventListener("keydown", onKeyDown, false);
window.addEventListener("keyup", onKeyUp, false);
function onKeyDown(event) {
var keyCode = event.keyCode;
switch (keyCode) {
case 68: //d
keyD = true;
break;
case 83: //s
keyS = true;
break;
case 65: //a
keyA = true;
break;
case 87: //w
keyW = true;
break;
}
}
function onKeyUp(event) {
var keyCode = event.keyCode;
switch (keyCode) {
case 68: //d
keyD = false;
break;
case 83: //s
keyS = false;
break;
case 65: //a
keyA = false;
break;
case 87: //w
keyW = false;
break;
}
}
//neccessary variables
var tickX = 10;
var tickY = 10;
var keyW = false;
var keyA = false;
var keyS = false;
var keyD = false;
//main animation function
function drawStuff() {
window.requestAnimationFrame(drawStuff);
var canvas = document.getElementById("myCanvas");
var c = canvas.getContext("2d");
c.clearRect(0, 0, 800, 800);
c.fillStyle = "blue";
c.fillRect(tickX, tickY, 100, 100);
if (keyD == true) {
tickX += 1;
}
if (keyS == true) {
tickY += 1;
}
if (keyA == true) {
tickX--;
}
if (keyW == true) {
tickY--;
}
}
window.requestAnimationFrame(drawStuff);
<!DOCTYPE html>
<html>
<head></head>
<body>
<canvas id="myCanvas" width='800' height='800'></canvas>
</body>
</html>