Jump to content

  • Log In with Google      Sign In   
  • Create Account

#ActualPatriarch K

Posted 02 March 2013 - 06:44 PM

This is not just about the timer. I wonder why it runs slow (at least on my computer). I've finally made my first JavaScript-game but I have some problems with the time. It works different on different machines. On my computer it goes very slow, but on my friends computer it goes fast as the light. When I increase the setTimeout to 100, then it goes very smooth on MY computer but then it lags on my friends computer. When I turn it to 30 it lags on MY computer but runs smooth on my friends computer.

What can be the problem? If you try my game you will probably see what it is about (key arrows and shoot with W)

http://www.yffisch.com/Rymd/index.html

 

Maybe you don't have anything to compare it with, but how am I supposed to set the "ground timer"? I haven't defined it.

 

Here is the source. It's very messy at the moment because I try to learn JavaScript:

 


 
var canvasJet = document.getElementById('canvasJet');
var ctxJet = canvasJet.getContext('2d');
var canvasBg = document.getElementById('canvasBg');
var ctxBg = canvasBg.getContext('2d');
var canvasBullet = document.getElementById('canvasBullet');
var ctxBullet = canvasBullet.getContext('2d');

var jet1 = new Jet();
var star1x = 0;
var star1y = 0;
var star1dx = -1;
var star1dy = 0;
var star2x = 0;
var star2y = 0;
var star2dx = -.5;
var star2dy = 0;
var star3x = 0;
var star3y = 0;
var star3dx = -.1;
var star3dy = 0;
var kills = 0;
var bossLife = 10;
var bossX = 200;
var bossY = 200;
var bossDX = 1;
var bossDY = 1;
var countdown = 15000;
var earthX = 800;
var earthY = 200;

var requestAnimFrame =  window.requestAnimationFrame ||
                        window.webkitRequestAnimationFrame ||
                        window.mozRequestAnimationFrame ||
                        window.msRequestAnimationFrame ||
                        window.oRequestAnimationFrame;
var die = new Audio("images/eldljud.wav");
var hit = new Audio("images/Pop.wav");
var shoot = new Audio("images/eldljud.wav");
var music = new Audio("images/rymd2.mp3");
music.loop = true;
music.play();


var background = new Image();
background.src = 'images/background.png';
background.addEventListener('load', init, false);

var plane = new Image();
plane.src = 'images/PlaneLeft.gif';
plane.addEventListener('load', init, false);

var plane2 = new Image();
plane2.src = 'images/PlaneRight.gif';
plane2.addEventListener('load', init, false);

var bullet = new Image();
bullet.src = 'images/Bullet.gif';
bullet.addEventListener('load', init, false);

var star1 = new Image();
star1.src = 'images/background3c.png';
star1.addEventListener('load', init, false);

var star2 = new Image();
star2.src = 'images/background3b.png';
star2.addEventListener('load', init, false);

var star3 = new Image();
star3.src = 'images/background3a.png';
star3.addEventListener('load', init, false);

var star1b = new Image();
star1b.src = 'images/background4c.png';
star1b.addEventListener('load', init, false);

var star2b = new Image();
star2b.src = 'images/background4b.png';
star2b.addEventListener('load', init, false);

var star3b = new Image();
star3b.src = 'images/background4a.png';
star3b.addEventListener('load', init, false);

var enemy1 = new Image();
enemy1.src = 'images/enemy.gif';
enemy1.addEventListener('load', init, false);

var enemy2 = new Image();
enemy2.src = 'images/enemy2.gif';
enemy2.addEventListener('load', init, false);

var enemy3 = new Image();
enemy3.src = 'images/enemy3.gif';
enemy3.addEventListener('load', init, false);

var boss = new Image();
boss.src = 'images/boss.gif';
boss.addEventListener('load', init, false);

var earth = new Image();
earth.src = 'images/earth.png';
earth.addEventListener('load', init, false);

// main functions
function init() {
     
    loop();
    document.addEventListener('keydown', checkKeyDown, false);
    document.addEventListener('keyup', checkKeyUp, false);
}

function loop() { 
     updateGame(); 
      setTimeout(loop,100); 
}

function updateGame(){

 ctxBg.drawImage(background, 0, 0);
       
      if(kills >= 20 && bossLife > 0){
         ctxBg.drawImage(boss, bossX, bossY);
     }
if(countdown > 0){
countdown--;
}

if(countdown <= 5000){
    ctxBg.drawImage(earth, earthX, earthY);
    if(countdown > 0){
    earthX -= 0.1;
}
}
        jet1.draw();
        jet1.move();
        jet1.spawnEnemy();
        jet1.collision();
        drawStars();
        
        if(countdown > 0){
        
        moveStar1();
        moveStar2();
        moveStar3();
       
        moveBoss();

        if(countdown <= 0){
            alert("YOU LOST! ENEMY INVADED EARTH!!");
        }
        if(bossLife <= 0){
            alert("YOU SAVED THE EARTH FROM THE EVIL SPAWN! CONGRATULATIONS!");
        }
    }
     drawText();
       // requestAnimFrame(loop);  

   
}

function drawStars(){
    if(countdown > 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
if(countdown <= 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1b, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1b, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1b, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2b, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2b, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2b, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3b, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3b, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3b, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
}


function moveStar1(){
star1x += star1dx;
}

function moveStar2(){
star2x += star2dx;
}

function moveStar3(){
star3x += star3dx;
}

function moveBoss(){
    bossX += bossDX;
    bossY += bossDY;

if(bossX <= 0 || bossX >= 750){
    bossDX *= -1;
}
if(bossY <= 0 || bossY >= 550){
    bossDY *= -1;
}

}


function drawText(){
ctxBg.lineWidth=1;
ctxBg.fillStyle="#FFFFFF";
ctxBg.lineStyle="#ffff00";
ctxBg.font="18px sans-serif";
ctxBg.fillText("Power: " + kills, 20, 20);
ctxBg.fillText(countdown + " km to earth", 650, 20);
}


function clearCtxBg() {
    ctxBg.clearRect(0, 0, 800, 600);
}

// end of main functions
// jet functions
function Jet() {
   
    this.drawX = 420;
    this.drawY = 200;
    this.dx = 0;
    this.dy = 0;
    this.direction = 1;
    this.fire = false;
    this.isShooting = false;
    this.bullets = [];
    this.currentBullet = 0;
    this.counter = 0;
    this.enemyRand;
    this.enemyRand2;

    this.enemies = [];
    this.currentEnemy = 0;
    for (var i = 0; i < 525; i++) {
        this.bullets[this.bullets.length] = new Bullet();
    }
     for (var i = 0; i < 125; i++) {
        this.enemies[this.enemies.length] = new Enemy();
    }
}

Jet.prototype.move = function(){
    this.drawX += this.dx;
    this.drawY += this.dy;
}

Jet.prototype.draw = function() {
    clearCtxJet();
    this.fireBullet();
    this.drawAllBullets();
    this.drawAllEnemies();
    if(jet1.direction == -1){
    ctxJet.drawImage(plane, this.drawX, this.drawY);
}
   if(jet1.direction == 1){
    ctxJet.drawImage(plane2, this.drawX, this.drawY);
}
}

Jet.prototype.drawAllBullets = function() {
    for (var i = 0; i < this.bullets.length; i++) {
        if (this.bullets[i].drawX >= 0 && this.bullets[i].bulletLife > 0) {
            this.bullets[i].draw();
            this.bullets[i].move();
           
        
       
        }
    }    
}

Jet.prototype.collision = function() {
   
 for (var i = 0; i < this.bullets.length; i++) {
    for (var j = 0; j < this.enemies.length; j++) {
    // Skjuta på bossen
    if(kills >= 20){    
if(this.bullets[i].drawX > bossX && this.bullets[i].drawX < bossX+100 && this.bullets[i].drawY > bossY && this.bullets[i].drawY < bossY+90 && this.bullets[i].bulletLife > 0 && bossLife > 0){
    bossLife--;
    this.bullets[i].bulletLife--;
}
}

        // Minuspoäng när fiender är utanför skärmen
            if(this.enemies[j].drawX > -10 && this.enemies[j].drawX < 0 && this.enemies[j].outScreen == false){
kills--;
this.enemies[j].outScreen = true;
            }
// Om en bullet krockar med en fiende
            if(this.bullets[i].drawX > this.enemies[j].drawX && this.bullets[i].drawX < this.enemies[j].drawX+50 && this.bullets[i].drawY+30 > this.enemies[j].drawY && this.bullets[i].drawY < this.enemies[j].drawY+25 && this.bullets[i].bulletLife > 0 && this.enemies[j].life > 0 ){
                this.enemies[j].life--;
                if(this.enemies[j].life < 1){
                    kills++;
                }
                this.bullets[i].bulletLife--;
            }
        }
      } 
}


Jet.prototype.drawAllEnemies = function() {
    for (var i = 0; i < this.enemies.length; i++) {
        if (this.enemies[i].drawX >= 0) {
           if(this.enemies[i].life > 0){
            this.enemies[i].draw();
            this.enemies[i].move();
        }
        
       
        }
    }    
}

Jet.prototype.fireBullet = function() {
    if (this.fire == true && this.isShooting == false) {
        this.isShooting = true;
        if(this.bullets[this.currentBullet].bulletLife > 0){
            if(this.direction == 1){
        this.bullets[this.currentBullet].fire(this.drawX+95, this.drawY);
    }
         if(this.direction == -1){
        this.bullets[this.currentBullet].fire(this.drawX, this.drawY);
    }

shoot.play();
        this.bullets[this.currentBullet].isShot = true;
    }
        if(this.direction == 1){
            this.bullets[this.currentBullet].dx = 3;
        }
        if(this.direction == -1){
             this.bullets[this.currentBullet].dx = -3;
        }
        this.currentBullet++;
       
        if (this.currentBullet >= this.bullets.length) this.currentBullet = 0;
        
    } else if (this.fire == false) {
        this.isShooting = false;
    }  
}

Jet.prototype.spawnEnemy = function(){
    this.counter++;
    this.enemyRand = Math.floor((Math.random()*10000)+200);
    this.enemyRand2 = Math.floor((Math.random()*580)+1);
     if (this.counter >= this.enemyRand) {
        
        this.enemies[this.currentEnemy].fire(800, this.enemyRand2);
        this.currentEnemy++;
       
        if (this.currentEnemy >= this.enemies.length) {
            this.currentEnemy = 0;
        }
        this.counter = 0;
    }   
}


function clearCtxJet() {
    ctxJet.clearRect(0, 0, 800, 600);
    ctxBullet.clearRect(0, 0, 800, 600);
}

// end of jet functions
// bullet functions
function Bullet() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx = 3;
    this.isShot = false;
    this.bulletLife = 1;

}

Bullet.prototype.move = function(){
this.drawX += this.dx;
}

Bullet.prototype.draw = function() {
   if( this.bulletLife > 0){
    ctxBullet.drawImage(bullet, this.drawX, this.drawY+25);
}
  
}

Bullet.prototype.fire = function(startX, startY) {
   
    this.drawX = startX;
    this.drawY = startY;
}

// end of bullet functions

// enemy functions
function Enemy() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx;
    this.isShot = false;
    this.life = 3;
    this.outScreen = false;
}

Enemy.prototype.move = function(){
if(this.life == 3){
this.dx = 1;
}
if(this.life == 2){
this.dx = 2;
}
if(this.life == 1){
this.dx = 3;
}
this.drawX -= this.dx;
}

Enemy.prototype.draw = function() {
   
   if(this.life == 3){
    ctxBullet.drawImage(enemy1, this.drawX, this.drawY);
}
  if(this.life == 2){
    ctxBullet.drawImage(enemy2, this.drawX, this.drawY);
}
  if(this.life == 1){
    ctxBullet.drawImage(enemy3, this.drawX, this.drawY);
}


}

Enemy.prototype.fire = function(startX, startY) {
    this.drawX = startX;
    this.drawY = startY;
}

// end of enemy functions





// event functions

function checkKeyDown(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow
         jet1.dy = -1;    
    }
    if (keyID === 39 ) { //right arrow
      jet1.direction = 1;
        jet1.dx = 1;    
    }
    if (keyID === 40 ) { //down arrow 
        jet1.dy = 1;   

    }
    if (keyID === 37 ) { //left arrow 
          jet1.dx = -1; 
          jet1.direction = -1;
    }
    if (keyID === 87) { //spacebar
        jet1.fire = true;
       
    }
}

function checkKeyUp(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow 
     jet1.dy = 0; 
    }
    if (keyID === 39 ) { //right arrow 
      jet1.dx = 0; 
    }
    if (keyID === 40 ) { //down arrow 
      jet1.dy = 0; 
    }
    if (keyID === 37 ) { //left arrow 
      jet1.dx = 0; 
    }
    if (keyID === 87) { //spacebar
        jet1.fire = false;  
    }
}

// end of event functions

 

 


#6Patriarch K

Posted 02 March 2013 - 10:52 AM

This is not just about the timer. I wonder why it runs slow (at least on my computer). I've finally made my first JavaScript-game but I have some problems with the time. It works different on different machines. On my computer it goes very slow, but on my friends computer it goes fast as the light. When I increase the setTimeout to 100, then it goes very smooth on MY computer but then it lags on my friends computer. When I turn it to 30 it lags on MY computer but runs smooth on my friends computer.

What can be the problem? If you try my game you will probably see what it is about (key arrows and shoot with W)

http://www.yffisch.com/Rymd/index.html

 

Maybe you don't have anything to compare it with, but how am I supposed to set the "ground timer"? I haven't defined it.

 

Here is the source. It's very messy at the moment because I try to learn JavaScript:

 


 
var canvasJet = document.getElementById('canvasJet');
var ctxJet = canvasJet.getContext('2d');
var canvasBg = document.getElementById('canvasBg');
var ctxBg = canvasBg.getContext('2d');
var canvasBullet = document.getElementById('canvasBullet');
var ctxBullet = canvasBullet.getContext('2d');
 
var jet1 = new Jet();
var star1x = 0;
var star1y = 0;
var star1dx = -1;
var star1dy = 0;
var star2x = 0;
var star2y = 0;
var star2dx = -.5;
var star2dy = 0;
var star3x = 0;
var star3y = 0;
var star3dx = -.1;
var star3dy = 0;
var kills = 0;
var bossLife = 10;
var bossX = 200;
var bossY = 200;
var bossDX = 1;
var bossDY = 1;
var countdown = 15000;
var earthX = 800;
var earthY = 200;
 
var requestAnimFrame =  window.requestAnimationFrame ||
                        window.webkitRequestAnimationFrame ||
                        window.mozRequestAnimationFrame ||
                        window.msRequestAnimationFrame ||
                        window.oRequestAnimationFrame;
var die = new Audio("images/eldljud.wav");
var hit = new Audio("images/Pop.wav");
var shoot = new Audio("images/eldljud.wav");
var music = new Audio("images/rymd2.mp3");
music.loop = true;
music.play();
 
 
var background = new Image();
background.src = 'images/background.png';
background.addEventListener('load', init, false);
 
var plane = new Image();
plane.src = 'images/PlaneLeft.gif';
plane.addEventListener('load', init, false);
 
var plane2 = new Image();
plane2.src = 'images/PlaneRight.gif';
plane2.addEventListener('load', init, false);
 
var bullet = new Image();
bullet.src = 'images/Bullet.gif';
bullet.addEventListener('load', init, false);
 
var star1 = new Image();
star1.src = 'images/background3c.png';
star1.addEventListener('load', init, false);
 
var star2 = new Image();
star2.src = 'images/background3b.png';
star2.addEventListener('load', init, false);
 
var star3 = new Image();
star3.src = 'images/background3a.png';
star3.addEventListener('load', init, false);
 
var star1b = new Image();
star1b.src = 'images/background4c.png';
star1b.addEventListener('load', init, false);
 
var star2b = new Image();
star2b.src = 'images/background4b.png';
star2b.addEventListener('load', init, false);
 
var star3b = new Image();
star3b.src = 'images/background4a.png';
star3b.addEventListener('load', init, false);
 
var enemy1 = new Image();
enemy1.src = 'images/enemy.gif';
enemy1.addEventListener('load', init, false);
 
var enemy2 = new Image();
enemy2.src = 'images/enemy2.gif';
enemy2.addEventListener('load', init, false);
 
var enemy3 = new Image();
enemy3.src = 'images/enemy3.gif';
enemy3.addEventListener('load', init, false);
 
var boss = new Image();
boss.src = 'images/boss.gif';
boss.addEventListener('load', init, false);
 
var earth = new Image();
earth.src = 'images/earth.png';
earth.addEventListener('load', init, false);
 
// main functions
function init() {
     
    loop();
    document.addEventListener('keydown', checkKeyDown, false);
    document.addEventListener('keyup', checkKeyUp, false);
}
 
function loop() { 
     updateGame(); 
      setTimeout(loop,100); 
}
 
function updateGame(){
 
 ctxBg.drawImage(background, 0, 0);
       
      if(kills >= 20 && bossLife > 0){
         ctxBg.drawImage(boss, bossX, bossY);
     }
if(countdown > 0){
countdown--;
}
 
if(countdown <= 5000){
    ctxBg.drawImage(earth, earthX, earthY);
    if(countdown > 0){
    earthX -= 0.1;
}
}
        jet1.draw();
        jet1.move();
        jet1.spawnEnemy();
        jet1.collision();
        drawStars();
        
        if(countdown > 0){
        
        moveStar1();
        moveStar2();
        moveStar3();
       
        moveBoss();
 
        if(countdown <= 0){
            alert("YOU LOST! ENEMY INVADED EARTH!!");
        }
        if(bossLife <= 0){
            alert("YOU SAVED THE EARTH FROM THE EVIL SPAWN! CONGRATULATIONS!");
        }
    }
     drawText();
       // requestAnimFrame(loop);  
 
   
}
 
function drawStars(){
    if(countdown > 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
if(countdown <= 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1b, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1b, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1b, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2b, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2b, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2b, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3b, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3b, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3b, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
}
 
 
function moveStar1(){
star1x += star1dx;
}
 
function moveStar2(){
star2x += star2dx;
}
 
function moveStar3(){
star3x += star3dx;
}
 
function moveBoss(){
    bossX += bossDX;
    bossY += bossDY;
 
if(bossX <= 0 || bossX >= 750){
    bossDX *= -1;
}
if(bossY <= 0 || bossY >= 550){
    bossDY *= -1;
}
 
}
 
 
function drawText(){
ctxBg.lineWidth=1;
ctxBg.fillStyle="#FFFFFF";
ctxBg.lineStyle="#ffff00";
ctxBg.font="18px sans-serif";
ctxBg.fillText("Power: " + kills, 20, 20);
ctxBg.fillText(countdown + " km to earth", 650, 20);
}
 
 
function clearCtxBg() {
    ctxBg.clearRect(0, 0, 800, 600);
}
 
// end of main functions
// jet functions
function Jet() {
   
    this.drawX = 420;
    this.drawY = 200;
    this.dx = 0;
    this.dy = 0;
    this.direction = 1;
    this.fire = false;
    this.isShooting = false;
    this.bullets = [];
    this.currentBullet = 0;
    this.counter = 0;
    this.enemyRand;
    this.enemyRand2;
 
    this.enemies = [];
    this.currentEnemy = 0;
    for (var i = 0; i < 525; i++) {
        this.bullets[this.bullets.length] = new Bullet();
    }
     for (var i = 0; i < 125; i++) {
        this.enemies[this.enemies.length] = new Enemy();
    }
}
 
Jet.prototype.move = function(){
    this.drawX += this.dx;
    this.drawY += this.dy;
}
 
Jet.prototype.draw = function() {
    clearCtxJet();
    this.fireBullet();
    this.drawAllBullets();
    this.drawAllEnemies();
    if(jet1.direction == -1){
    ctxJet.drawImage(plane, this.drawX, this.drawY);
}
   if(jet1.direction == 1){
    ctxJet.drawImage(plane2, this.drawX, this.drawY);
}
}
 
Jet.prototype.drawAllBullets = function() {
    for (var i = 0; i < this.bullets.length; i++) {
        if (this.bullets[i].drawX >= 0 && this.bullets[i].bulletLife > 0) {
            this.bullets[i].draw();
            this.bullets[i].move();
           
        
       
        }
    }    
}
 
Jet.prototype.collision = function() {
   
 for (var i = 0; i < this.bullets.length; i++) {
    for (var j = 0; j < this.enemies.length; j++) {
    // Skjuta på bossen
    if(kills >= 20){    
if(this.bullets[i].drawX > bossX && this.bullets[i].drawX < bossX+100 && this.bullets[i].drawY > bossY && this.bullets[i].drawY < bossY+90 && this.bullets[i].bulletLife > 0 && bossLife > 0){
    bossLife--;
    this.bullets[i].bulletLife--;
}
}
 
        // Minuspoäng när fiender är utanför skärmen
            if(this.enemies[j].drawX > -10 && this.enemies[j].drawX < 0 && this.enemies[j].outScreen == false){
kills--;
this.enemies[j].outScreen = true;
            }
// Om en bullet krockar med en fiende
            if(this.bullets[i].drawX > this.enemies[j].drawX && this.bullets[i].drawX < this.enemies[j].drawX+50 && this.bullets[i].drawY+30 > this.enemies[j].drawY && this.bullets[i].drawY < this.enemies[j].drawY+25 && this.bullets[i].bulletLife > 0 && this.enemies[j].life > 0 ){
                this.enemies[j].life--;
                if(this.enemies[j].life < 1){
                    kills++;
                }
                this.bullets[i].bulletLife--;
            }
        }
      } 
}
 
 
Jet.prototype.drawAllEnemies = function() {
    for (var i = 0; i < this.enemies.length; i++) {
        if (this.enemies[i].drawX >= 0) {
           if(this.enemies[i].life > 0){
            this.enemies[i].draw();
            this.enemies[i].move();
        }
        
       
        }
    }    
}
 
Jet.prototype.fireBullet = function() {
    if (this.fire == true && this.isShooting == false) {
        this.isShooting = true;
        if(this.bullets[this.currentBullet].bulletLife > 0){
            if(this.direction == 1){
        this.bullets[this.currentBullet].fire(this.drawX+95, this.drawY);
    }
         if(this.direction == -1){
        this.bullets[this.currentBullet].fire(this.drawX, this.drawY);
    }
 
shoot.play();
        this.bullets[this.currentBullet].isShot = true;
    }
        if(this.direction == 1){
            this.bullets[this.currentBullet].dx = 3;
        }
        if(this.direction == -1){
             this.bullets[this.currentBullet].dx = -3;
        }
        this.currentBullet++;
       
        if (this.currentBullet >= this.bullets.length) this.currentBullet = 0;
        
    } else if (this.fire == false) {
        this.isShooting = false;
    }  
}
 
Jet.prototype.spawnEnemy = function(){
    this.counter++;
    this.enemyRand = Math.floor((Math.random()*10000)+200);
    this.enemyRand2 = Math.floor((Math.random()*580)+1);
     if (this.counter >= this.enemyRand) {
        
        this.enemies[this.currentEnemy].fire(800, this.enemyRand2);
        this.currentEnemy++;
       
        if (this.currentEnemy >= this.enemies.length) {
            this.currentEnemy = 0;
        }
        this.counter = 0;
    }   
}
 
 
function clearCtxJet() {
    ctxJet.clearRect(0, 0, 800, 600);
    ctxBullet.clearRect(0, 0, 800, 600);
}
 
// end of jet functions
// bullet functions
function Bullet() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx = 3;
    this.isShot = false;
    this.bulletLife = 1;
 
}
 
Bullet.prototype.move = function(){
this.drawX += this.dx;
}
 
Bullet.prototype.draw = function() {
   if( this.bulletLife > 0){
    ctxBullet.drawImage(bullet, this.drawX, this.drawY+25);
}
  
}
 
Bullet.prototype.fire = function(startX, startY) {
   
    this.drawX = startX;
    this.drawY = startY;
}
 
// end of bullet functions
 
// enemy functions
function Enemy() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx;
    this.isShot = false;
    this.life = 3;
    this.outScreen = false;
}
 
Enemy.prototype.move = function(){
if(this.life == 3){
this.dx = 1;
}
if(this.life == 2){
this.dx = 2;
}
if(this.life == 1){
this.dx = 3;
}
this.drawX -= this.dx;
}
 
Enemy.prototype.draw = function() {
   
   if(this.life == 3){
    ctxBullet.drawImage(enemy1, this.drawX, this.drawY);
}
  if(this.life == 2){
    ctxBullet.drawImage(enemy2, this.drawX, this.drawY);
}
  if(this.life == 1){
    ctxBullet.drawImage(enemy3, this.drawX, this.drawY);
}
 
 
}
 
Enemy.prototype.fire = function(startX, startY) {
    this.drawX = startX;
    this.drawY = startY;
}
 
// end of enemy functions
 
 
 
 
 
// event functions
 
function checkKeyDown(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow
         jet1.dy = -1;    
    }
    if (keyID === 39 ) { //right arrow
      jet1.direction = 1;
        jet1.dx = 1;    
    }
    if (keyID === 40 ) { //down arrow 
        jet1.dy = 1;   
 
    }
    if (keyID === 37 ) { //left arrow 
          jet1.dx = -1; 
          jet1.direction = -1;
    }
    if (keyID === 87) { //spacebar
        jet1.fire = true;
       
    }
}
 
function checkKeyUp(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow 
     jet1.dy = 0; 
    }
    if (keyID === 39 ) { //right arrow 
      jet1.dx = 0; 
    }
    if (keyID === 40 ) { //down arrow 
      jet1.dy = 0; 
    }
    if (keyID === 37 ) { //left arrow 
      jet1.dx = 0; 
    }
    if (keyID === 87) { //spacebar
        jet1.fire = false;  
    }
}
 
// end of event functions

#5Patriarch K

Posted 02 March 2013 - 10:27 AM

This is not just about the timer. I wonder why it runs slow (at least on my computer). I've finally made my first JavaScript-game but I have some problems with the time. I actually have no timer defined by myself. The game worked without it, but It works different on different machines. On my computer it goes very slow, but on my friends computer it goes fast as the light.

What can be the problem? If you try my game you will probably see what it is about (key arrows and shoot with W)

http://www.yffisch.com/Rymd/index.html

 

Maybe you don't have anything to compare it with, but how am I supposed to set the "ground timer"? I haven't defined it.

 

Here is the source. It's very messy at the moment because I try to learn JavaScript:

 


 
var canvasJet = document.getElementById('canvasJet');
var ctxJet = canvasJet.getContext('2d');
var canvasBg = document.getElementById('canvasBg');
var ctxBg = canvasBg.getContext('2d');
var canvasBullet = document.getElementById('canvasBullet');
var ctxBullet = canvasBullet.getContext('2d');
 
var jet1 = new Jet();
var star1x = 0;
var star1y = 0;
var star1dx = -1;
var star1dy = 0;
var star2x = 0;
var star2y = 0;
var star2dx = -.5;
var star2dy = 0;
var star3x = 0;
var star3y = 0;
var star3dx = -.1;
var star3dy = 0;
var kills = 0;
var bossLife = 10;
var bossX = 200;
var bossY = 200;
var bossDX = 1;
var bossDY = 1;
var countdown = 15000;
var earthX = 800;
var earthY = 200;
 
var requestAnimFrame =  window.requestAnimationFrame ||
                        window.webkitRequestAnimationFrame ||
                        window.mozRequestAnimationFrame ||
                        window.msRequestAnimationFrame ||
                        window.oRequestAnimationFrame;
var die = new Audio("images/eldljud.wav");
var hit = new Audio("images/Pop.wav");
var shoot = new Audio("images/eldljud.wav");
var music = new Audio("images/rymd2.mp3");
music.loop = true;
music.play();
 
 
var background = new Image();
background.src = 'images/background.png';
background.addEventListener('load', init, false);
 
var plane = new Image();
plane.src = 'images/PlaneLeft.gif';
plane.addEventListener('load', init, false);
 
var plane2 = new Image();
plane2.src = 'images/PlaneRight.gif';
plane2.addEventListener('load', init, false);
 
var bullet = new Image();
bullet.src = 'images/Bullet.gif';
bullet.addEventListener('load', init, false);
 
var star1 = new Image();
star1.src = 'images/background3c.png';
star1.addEventListener('load', init, false);
 
var star2 = new Image();
star2.src = 'images/background3b.png';
star2.addEventListener('load', init, false);
 
var star3 = new Image();
star3.src = 'images/background3a.png';
star3.addEventListener('load', init, false);
 
var star1b = new Image();
star1b.src = 'images/background4c.png';
star1b.addEventListener('load', init, false);
 
var star2b = new Image();
star2b.src = 'images/background4b.png';
star2b.addEventListener('load', init, false);
 
var star3b = new Image();
star3b.src = 'images/background4a.png';
star3b.addEventListener('load', init, false);
 
var enemy1 = new Image();
enemy1.src = 'images/enemy.gif';
enemy1.addEventListener('load', init, false);
 
var enemy2 = new Image();
enemy2.src = 'images/enemy2.gif';
enemy2.addEventListener('load', init, false);
 
var enemy3 = new Image();
enemy3.src = 'images/enemy3.gif';
enemy3.addEventListener('load', init, false);
 
var boss = new Image();
boss.src = 'images/boss.gif';
boss.addEventListener('load', init, false);
 
var earth = new Image();
earth.src = 'images/earth.png';
earth.addEventListener('load', init, false);
 
// main functions
function init() {
     
    loop();
    document.addEventListener('keydown', checkKeyDown, false);
    document.addEventListener('keyup', checkKeyUp, false);
}
 
function loop() { 
     updateGame(); 
      setTimeout(loop,100); 
}
 
function updateGame(){
 
 ctxBg.drawImage(background, 0, 0);
       
      if(kills >= 20 && bossLife > 0){
         ctxBg.drawImage(boss, bossX, bossY);
     }
if(countdown > 0){
countdown--;
}
 
if(countdown <= 5000){
    ctxBg.drawImage(earth, earthX, earthY);
    if(countdown > 0){
    earthX -= 0.1;
}
}
        jet1.draw();
        jet1.move();
        jet1.spawnEnemy();
        jet1.collision();
        drawStars();
        
        if(countdown > 0){
        
        moveStar1();
        moveStar2();
        moveStar3();
       
        moveBoss();
 
        if(countdown <= 0){
            alert("YOU LOST! ENEMY INVADED EARTH!!");
        }
        if(bossLife <= 0){
            alert("YOU SAVED THE EARTH FROM THE EVIL SPAWN! CONGRATULATIONS!");
        }
    }
     drawText();
       // requestAnimFrame(loop);  
 
   
}
 
function drawStars(){
    if(countdown > 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
if(countdown <= 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1b, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1b, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1b, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2b, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2b, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2b, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3b, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3b, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3b, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
}
 
 
function moveStar1(){
star1x += star1dx;
}
 
function moveStar2(){
star2x += star2dx;
}
 
function moveStar3(){
star3x += star3dx;
}
 
function moveBoss(){
    bossX += bossDX;
    bossY += bossDY;
 
if(bossX <= 0 || bossX >= 750){
    bossDX *= -1;
}
if(bossY <= 0 || bossY >= 550){
    bossDY *= -1;
}
 
}
 
 
function drawText(){
ctxBg.lineWidth=1;
ctxBg.fillStyle="#FFFFFF";
ctxBg.lineStyle="#ffff00";
ctxBg.font="18px sans-serif";
ctxBg.fillText("Power: " + kills, 20, 20);
ctxBg.fillText(countdown + " km to earth", 650, 20);
}
 
 
function clearCtxBg() {
    ctxBg.clearRect(0, 0, 800, 600);
}
 
// end of main functions
// jet functions
function Jet() {
   
    this.drawX = 420;
    this.drawY = 200;
    this.dx = 0;
    this.dy = 0;
    this.direction = 1;
    this.fire = false;
    this.isShooting = false;
    this.bullets = [];
    this.currentBullet = 0;
    this.counter = 0;
    this.enemyRand;
    this.enemyRand2;
 
    this.enemies = [];
    this.currentEnemy = 0;
    for (var i = 0; i < 525; i++) {
        this.bullets[this.bullets.length] = new Bullet();
    }
     for (var i = 0; i < 125; i++) {
        this.enemies[this.enemies.length] = new Enemy();
    }
}
 
Jet.prototype.move = function(){
    this.drawX += this.dx;
    this.drawY += this.dy;
}
 
Jet.prototype.draw = function() {
    clearCtxJet();
    this.fireBullet();
    this.drawAllBullets();
    this.drawAllEnemies();
    if(jet1.direction == -1){
    ctxJet.drawImage(plane, this.drawX, this.drawY);
}
   if(jet1.direction == 1){
    ctxJet.drawImage(plane2, this.drawX, this.drawY);
}
}
 
Jet.prototype.drawAllBullets = function() {
    for (var i = 0; i < this.bullets.length; i++) {
        if (this.bullets[i].drawX >= 0 && this.bullets[i].bulletLife > 0) {
            this.bullets[i].draw();
            this.bullets[i].move();
           
        
       
        }
    }    
}
 
Jet.prototype.collision = function() {
   
 for (var i = 0; i < this.bullets.length; i++) {
    for (var j = 0; j < this.enemies.length; j++) {
    // Skjuta på bossen
    if(kills >= 20){    
if(this.bullets[i].drawX > bossX && this.bullets[i].drawX < bossX+100 && this.bullets[i].drawY > bossY && this.bullets[i].drawY < bossY+90 && this.bullets[i].bulletLife > 0 && bossLife > 0){
    bossLife--;
    this.bullets[i].bulletLife--;
}
}
 
        // Minuspoäng när fiender är utanför skärmen
            if(this.enemies[j].drawX > -10 && this.enemies[j].drawX < 0 && this.enemies[j].outScreen == false){
kills--;
this.enemies[j].outScreen = true;
            }
// Om en bullet krockar med en fiende
            if(this.bullets[i].drawX > this.enemies[j].drawX && this.bullets[i].drawX < this.enemies[j].drawX+50 && this.bullets[i].drawY+30 > this.enemies[j].drawY && this.bullets[i].drawY < this.enemies[j].drawY+25 && this.bullets[i].bulletLife > 0 && this.enemies[j].life > 0 ){
                this.enemies[j].life--;
                if(this.enemies[j].life < 1){
                    kills++;
                }
                this.bullets[i].bulletLife--;
            }
        }
      } 
}
 
 
Jet.prototype.drawAllEnemies = function() {
    for (var i = 0; i < this.enemies.length; i++) {
        if (this.enemies[i].drawX >= 0) {
           if(this.enemies[i].life > 0){
            this.enemies[i].draw();
            this.enemies[i].move();
        }
        
       
        }
    }    
}
 
Jet.prototype.fireBullet = function() {
    if (this.fire == true && this.isShooting == false) {
        this.isShooting = true;
        if(this.bullets[this.currentBullet].bulletLife > 0){
            if(this.direction == 1){
        this.bullets[this.currentBullet].fire(this.drawX+95, this.drawY);
    }
         if(this.direction == -1){
        this.bullets[this.currentBullet].fire(this.drawX, this.drawY);
    }
 
shoot.play();
        this.bullets[this.currentBullet].isShot = true;
    }
        if(this.direction == 1){
            this.bullets[this.currentBullet].dx = 3;
        }
        if(this.direction == -1){
             this.bullets[this.currentBullet].dx = -3;
        }
        this.currentBullet++;
       
        if (this.currentBullet >= this.bullets.length) this.currentBullet = 0;
        
    } else if (this.fire == false) {
        this.isShooting = false;
    }  
}
 
Jet.prototype.spawnEnemy = function(){
    this.counter++;
    this.enemyRand = Math.floor((Math.random()*10000)+200);
    this.enemyRand2 = Math.floor((Math.random()*580)+1);
     if (this.counter >= this.enemyRand) {
        
        this.enemies[this.currentEnemy].fire(800, this.enemyRand2);
        this.currentEnemy++;
       
        if (this.currentEnemy >= this.enemies.length) {
            this.currentEnemy = 0;
        }
        this.counter = 0;
    }   
}
 
 
function clearCtxJet() {
    ctxJet.clearRect(0, 0, 800, 600);
    ctxBullet.clearRect(0, 0, 800, 600);
}
 
// end of jet functions
// bullet functions
function Bullet() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx = 3;
    this.isShot = false;
    this.bulletLife = 1;
 
}
 
Bullet.prototype.move = function(){
this.drawX += this.dx;
}
 
Bullet.prototype.draw = function() {
   if( this.bulletLife > 0){
    ctxBullet.drawImage(bullet, this.drawX, this.drawY+25);
}
  
}
 
Bullet.prototype.fire = function(startX, startY) {
   
    this.drawX = startX;
    this.drawY = startY;
}
 
// end of bullet functions
 
// enemy functions
function Enemy() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx;
    this.isShot = false;
    this.life = 3;
    this.outScreen = false;
}
 
Enemy.prototype.move = function(){
if(this.life == 3){
this.dx = 1;
}
if(this.life == 2){
this.dx = 2;
}
if(this.life == 1){
this.dx = 3;
}
this.drawX -= this.dx;
}
 
Enemy.prototype.draw = function() {
   
   if(this.life == 3){
    ctxBullet.drawImage(enemy1, this.drawX, this.drawY);
}
  if(this.life == 2){
    ctxBullet.drawImage(enemy2, this.drawX, this.drawY);
}
  if(this.life == 1){
    ctxBullet.drawImage(enemy3, this.drawX, this.drawY);
}
 
 
}
 
Enemy.prototype.fire = function(startX, startY) {
    this.drawX = startX;
    this.drawY = startY;
}
 
// end of enemy functions
 
 
 
 
 
// event functions
 
function checkKeyDown(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow
         jet1.dy = -1;    
    }
    if (keyID === 39 ) { //right arrow
      jet1.direction = 1;
        jet1.dx = 1;    
    }
    if (keyID === 40 ) { //down arrow 
        jet1.dy = 1;   
 
    }
    if (keyID === 37 ) { //left arrow 
          jet1.dx = -1; 
          jet1.direction = -1;
    }
    if (keyID === 87) { //spacebar
        jet1.fire = true;
       
    }
}
 
function checkKeyUp(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow 
     jet1.dy = 0; 
    }
    if (keyID === 39 ) { //right arrow 
      jet1.dx = 0; 
    }
    if (keyID === 40 ) { //down arrow 
      jet1.dy = 0; 
    }
    if (keyID === 37 ) { //left arrow 
      jet1.dx = 0; 
    }
    if (keyID === 87) { //spacebar
        jet1.fire = false;  
    }
}
 
// end of event functions

#4Patriarch K

Posted 02 March 2013 - 08:32 AM

This is not just about the timer. I wonder why it runs slow (at least on my computer). I've finally made my first JavaScript-game but I have some problems with the time. I actually have no timer defined by myself. The game worked without it, but It works different on different machines. On my computer it goes very slow, but on my friends computer it goes fast as the light.

What can be the problem? If you try my game you will probably see what it is about (key arrows and shoot with W)

http://www.yffisch.com/Rymd/index.html

 

Maybe you don't have anything to compare it with, but how am I supposed to set the "ground timer"? I haven't defined it.

 

Here is the source. It's very messy at the moment because I try to learn JavaScript:

 


var canvasJet = document.getElementById('canvasJet');
var ctxJet = canvasJet.getContext('2d');
var canvasBg = document.getElementById('canvasBg');
var ctxBg = canvasBg.getContext('2d');
var canvasBullet = document.getElementById('canvasBullet');
var ctxBullet = canvasBullet.getContext('2d');

var jet1 = new Jet();
var star1x = 0;
var star1y = 0;
var star1dx = -1;
var star1dy = 0;
var star2x = 0;
var star2y = 0;
var star2dx = -.5;
var star2dy = 0;
var star3x = 0;
var star3y = 0;
var star3dx = -.1;
var star3dy = 0;
var kills = 0;
var bossLife = 10;
var bossX = 200;
var bossY = 200;
var bossDX = 1;
var bossDY = 1;
var countdown = 15000;
var earthX = 800;
var earthY = 200;

var requestAnimFrame =  window.requestAnimationFrame ||
                        window.webkitRequestAnimationFrame ||
                        window.mozRequestAnimationFrame ||
                        window.msRequestAnimationFrame ||
                        window.oRequestAnimationFrame;
var die = new Audio("images/eldljud.wav");
var hit = new Audio("images/Pop.wav");
var shoot = new Audio("images/eldljud.wav");
var music = new Audio("images/rymd2.mp3");
music.loop = true;
music.play();


var background = new Image();
background.src = 'images/background.png';
background.addEventListener('load', init, false);

var plane = new Image();
plane.src = 'images/PlaneLeft.gif';
plane.addEventListener('load', init, false);

var plane2 = new Image();
plane2.src = 'images/PlaneRight.gif';
plane2.addEventListener('load', init, false);

var bullet = new Image();
bullet.src = 'images/Bullet.gif';
bullet.addEventListener('load', init, false);

var star1 = new Image();
star1.src = 'images/background3c.png';
star1.addEventListener('load', init, false);

var star2 = new Image();
star2.src = 'images/background3b.png';
star2.addEventListener('load', init, false);

var star3 = new Image();
star3.src = 'images/background3a.png';
star3.addEventListener('load', init, false);

var star1b = new Image();
star1b.src = 'images/background4c.png';
star1b.addEventListener('load', init, false);

var star2b = new Image();
star2b.src = 'images/background4b.png';
star2b.addEventListener('load', init, false);

var star3b = new Image();
star3b.src = 'images/background4a.png';
star3b.addEventListener('load', init, false);

var enemy1 = new Image();
enemy1.src = 'images/enemy.gif';
enemy1.addEventListener('load', init, false);

var enemy2 = new Image();
enemy2.src = 'images/enemy2.gif';
enemy2.addEventListener('load', init, false);

var enemy3 = new Image();
enemy3.src = 'images/enemy3.gif';
enemy3.addEventListener('load', init, false);

var boss = new Image();
boss.src = 'images/boss.gif';
boss.addEventListener('load', init, false);

var earth = new Image();
earth.src = 'images/earth.png';
earth.addEventListener('load', init, false);

// main functions
function init() {
     
    loop();
    document.addEventListener('keydown', checkKeyDown, false);
    document.addEventListener('keyup', checkKeyUp, false);
}

function loop() { 
       ctxBg.drawImage(background, 0, 0);
       
if(countdown > 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
if(countdown <= 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1b, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1b, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1b, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2b, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2b, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2b, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3b, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3b, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3b, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}


      if(kills >= 20 && bossLife > 0){
         ctxBg.drawImage(boss, bossX, bossY);
     }
if(countdown > 0){
countdown--;
}

if(countdown <= 5000){
    ctxBg.drawImage(earth, earthX, earthY);
    if(countdown > 0){
    earthX -= 0.1;
}
}
        jet1.draw();
        jet1.move();
        jet1.spawnEnemy();
        jet1.collision();
        if(countdown > 0){
        moveStar1();
        moveStar2();
        moveStar3();
       
        moveBoss();

        if(countdown <= 0){
            alert("YOU LOST! ENEMY INVADED EARTH!!");
        }
        if(bossLife <= 0){
            alert("YOU SAVED THE EARTH FROM THE EVIL SPAWN! CONGRATULATIONS!");
        }
    }
     drawText();
        requestAnimFrame(loop);   
}

function moveStar1(){
star1x += star1dx;
}

function moveStar2(){
star2x += star2dx;
}

function moveStar3(){
star3x += star3dx;
}

function moveBoss(){
    bossX += bossDX;
    bossY += bossDY;

if(bossX <= 0 || bossX >= 750){
    bossDX *= -1;
}
if(bossY <= 0 || bossY >= 550){
    bossDY *= -1;
}

}


function drawText(){
ctxBg.lineWidth=1;
ctxBg.fillStyle="#FFFFFF";
ctxBg.lineStyle="#ffff00";
ctxBg.font="18px sans-serif";
ctxBg.fillText("Power: " + kills, 20, 20);
ctxBg.fillText(countdown + " km to earth", 650, 20);
}


function clearCtxBg() {
    ctxBg.clearRect(0, 0, 800, 600);
}

// end of main functions
// jet functions
function Jet() {
   
    this.drawX = 420;
    this.drawY = 200;
    this.dx = 0;
    this.dy = 0;
    this.direction = 1;
    this.fire = false;
    this.isShooting = false;
    this.bullets = [];
    this.currentBullet = 0;
    this.counter = 0;
    this.enemyRand;
    this.enemyRand2;

    this.enemies = [];
    this.currentEnemy = 0;
    for (var i = 0; i < 525; i++) {
        this.bullets[this.bullets.length] = new Bullet();
    }
     for (var i = 0; i < 125; i++) {
        this.enemies[this.enemies.length] = new Enemy();
    }
}

Jet.prototype.move = function(){
    this.drawX += this.dx;
    this.drawY += this.dy;
}

Jet.prototype.draw = function() {
    clearCtxJet();
    this.fireBullet();
    this.drawAllBullets();
    this.drawAllEnemies();
    if(jet1.direction == -1){
    ctxJet.drawImage(plane, this.drawX, this.drawY);
}
   if(jet1.direction == 1){
    ctxJet.drawImage(plane2, this.drawX, this.drawY);
}
}

Jet.prototype.drawAllBullets = function() {
    for (var i = 0; i < this.bullets.length; i++) {
        if (this.bullets[i].drawX >= 0 && this.bullets[i].bulletLife > 0) {
            this.bullets[i].draw();
            this.bullets[i].move();
           
        
       
        }
    }    
}

Jet.prototype.collision = function() {
   
 for (var i = 0; i < this.bullets.length; i++) {
    for (var j = 0; j < this.enemies.length; j++) {
    // Skjuta på bossen
    if(kills >= 30){    
if(this.bullets[i].drawX > bossX && this.bullets[i].drawX < bossX+100 && this.bullets[i].drawY > bossY && this.bullets[i].drawY < bossY+90 && this.bullets[i].bulletLife > 0 && bossLife > 0){
    bossLife--;
    this.bullets[i].bulletLife--;
}
}

        // Minuspoäng när fiender är utanför skärmen
            if(this.enemies[j].drawX > -10 && this.enemies[j].drawX < 0 && this.enemies[j].outScreen == false){
kills--;
this.enemies[j].outScreen = true;
            }
// Om en bullet krockar med en fiende
            if(this.bullets[i].drawX > this.enemies[j].drawX && this.bullets[i].drawX < this.enemies[j].drawX+50 && this.bullets[i].drawY+30 > this.enemies[j].drawY && this.bullets[i].drawY < this.enemies[j].drawY+25 && this.bullets[i].bulletLife > 0 && this.enemies[j].life > 0 ){
                this.enemies[j].life--;
                if(this.enemies[j].life < 1){
                    kills++;
                }
                this.bullets[i].bulletLife--;
            }
        }
      } 
}


Jet.prototype.drawAllEnemies = function() {
    for (var i = 0; i < this.enemies.length; i++) {
        if (this.enemies[i].drawX >= 0) {
           if(this.enemies[i].life > 0){
            this.enemies[i].draw();
            this.enemies[i].move();
        }
        
       
        }
    }    
}

Jet.prototype.fireBullet = function() {
    if (this.fire == true && this.isShooting == false) {
        this.isShooting = true;
        if(this.bullets[this.currentBullet].bulletLife > 0){
            if(this.direction == 1){
        this.bullets[this.currentBullet].fire(this.drawX+95, this.drawY);
    }
         if(this.direction == -1){
        this.bullets[this.currentBullet].fire(this.drawX, this.drawY);
    }

shoot.play();
        this.bullets[this.currentBullet].isShot = true;
    }
        if(this.direction == 1){
            this.bullets[this.currentBullet].dx = 3;
        }
        if(this.direction == -1){
             this.bullets[this.currentBullet].dx = -3;
        }
        this.currentBullet++;
       
        if (this.currentBullet >= this.bullets.length) this.currentBullet = 0;
        
    } else if (this.fire == false) {
        this.isShooting = false;
    }  
}

Jet.prototype.spawnEnemy = function(){
    this.counter++;
    this.enemyRand = Math.floor((Math.random()*10000)+200);
    this.enemyRand2 = Math.floor((Math.random()*580)+1);
     if (this.counter >= this.enemyRand) {
        
        this.enemies[this.currentEnemy].fire(800, this.enemyRand2);
        this.currentEnemy++;
       
        if (this.currentEnemy >= this.enemies.length) {
            this.currentEnemy = 0;
        }
        this.counter = 0;
    }   
}


function clearCtxJet() {
    ctxJet.clearRect(0, 0, 800, 600);
    ctxBullet.clearRect(0, 0, 800, 600);
}

// end of jet functions
// bullet functions
function Bullet() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx = 3;
    this.isShot = false;
    this.bulletLife = 1;

}

Bullet.prototype.move = function(){
this.drawX += this.dx;
}

Bullet.prototype.draw = function() {
   if( this.bulletLife > 0){
    ctxBullet.drawImage(bullet, this.drawX, this.drawY+25);
}
  
}

Bullet.prototype.fire = function(startX, startY) {
   
    this.drawX = startX;
    this.drawY = startY;
}

// end of bullet functions

// enemy functions
function Enemy() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx;
    this.isShot = false;
    this.life = 3;
    this.outScreen = false;
}

Enemy.prototype.move = function(){
if(this.life == 3){
this.dx = 1;
}
if(this.life == 2){
this.dx = 2;
}
if(this.life == 1){
this.dx = 3;
}
this.drawX -= this.dx;
}

Enemy.prototype.draw = function() {
   
   if(this.life == 3){
    ctxBullet.drawImage(enemy1, this.drawX, this.drawY);
}
  if(this.life == 2){
    ctxBullet.drawImage(enemy2, this.drawX, this.drawY);
}
  if(this.life == 1){
    ctxBullet.drawImage(enemy3, this.drawX, this.drawY);
}


}

Enemy.prototype.fire = function(startX, startY) {
    this.drawX = startX;
    this.drawY = startY;
}

// end of enemy functions





// event functions

function checkKeyDown(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow
         jet1.dy = -1;    
    }
    if (keyID === 39 ) { //right arrow
      jet1.direction = 1;
        jet1.dx = 1;    
    }
    if (keyID === 40 ) { //down arrow 
        jet1.dy = 1;   

    }
    if (keyID === 37 ) { //left arrow 
          jet1.dx = -1; 
          jet1.direction = -1;
    }
    if (keyID === 87) { //spacebar
        jet1.fire = true;
       
    }
}

function checkKeyUp(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow 
     jet1.dy = 0; 
    }
    if (keyID === 39 ) { //right arrow 
      jet1.dx = 0; 
    }
    if (keyID === 40 ) { //down arrow 
      jet1.dy = 0; 
    }
    if (keyID === 37 ) { //left arrow 
      jet1.dx = 0; 
    }
    if (keyID === 87) { //spacebar
        jet1.fire = false;  
    }
}

// end of event functions

#3Patriarch K

Posted 02 March 2013 - 08:32 AM

This is not just about the timer. I wonder why it runs slow (at least on m computer). I've finally made my first JavaScript-game but I have some problems with the time. I actually have no timer defined by myself. The game worked without it, but It works different on different machines. On my computer it goes very slow, but on my friends computer it goes fast as the light.

What can be the problem? If you try my game you will probably see what it is about (key arrows and shoot with W)

http://www.yffisch.com/Rymd/index.html

 

Maybe you don't have anything to compare it with, but how am I supposed to set the "ground timer"? I haven't defined it.

 

Here is the source. It's very messy at the moment because I try to learn JavaScript:

 


var canvasJet = document.getElementById('canvasJet');
var ctxJet = canvasJet.getContext('2d');
var canvasBg = document.getElementById('canvasBg');
var ctxBg = canvasBg.getContext('2d');
var canvasBullet = document.getElementById('canvasBullet');
var ctxBullet = canvasBullet.getContext('2d');

var jet1 = new Jet();
var star1x = 0;
var star1y = 0;
var star1dx = -1;
var star1dy = 0;
var star2x = 0;
var star2y = 0;
var star2dx = -.5;
var star2dy = 0;
var star3x = 0;
var star3y = 0;
var star3dx = -.1;
var star3dy = 0;
var kills = 0;
var bossLife = 10;
var bossX = 200;
var bossY = 200;
var bossDX = 1;
var bossDY = 1;
var countdown = 15000;
var earthX = 800;
var earthY = 200;

var requestAnimFrame =  window.requestAnimationFrame ||
                        window.webkitRequestAnimationFrame ||
                        window.mozRequestAnimationFrame ||
                        window.msRequestAnimationFrame ||
                        window.oRequestAnimationFrame;
var die = new Audio("images/eldljud.wav");
var hit = new Audio("images/Pop.wav");
var shoot = new Audio("images/eldljud.wav");
var music = new Audio("images/rymd2.mp3");
music.loop = true;
music.play();


var background = new Image();
background.src = 'images/background.png';
background.addEventListener('load', init, false);

var plane = new Image();
plane.src = 'images/PlaneLeft.gif';
plane.addEventListener('load', init, false);

var plane2 = new Image();
plane2.src = 'images/PlaneRight.gif';
plane2.addEventListener('load', init, false);

var bullet = new Image();
bullet.src = 'images/Bullet.gif';
bullet.addEventListener('load', init, false);

var star1 = new Image();
star1.src = 'images/background3c.png';
star1.addEventListener('load', init, false);

var star2 = new Image();
star2.src = 'images/background3b.png';
star2.addEventListener('load', init, false);

var star3 = new Image();
star3.src = 'images/background3a.png';
star3.addEventListener('load', init, false);

var star1b = new Image();
star1b.src = 'images/background4c.png';
star1b.addEventListener('load', init, false);

var star2b = new Image();
star2b.src = 'images/background4b.png';
star2b.addEventListener('load', init, false);

var star3b = new Image();
star3b.src = 'images/background4a.png';
star3b.addEventListener('load', init, false);

var enemy1 = new Image();
enemy1.src = 'images/enemy.gif';
enemy1.addEventListener('load', init, false);

var enemy2 = new Image();
enemy2.src = 'images/enemy2.gif';
enemy2.addEventListener('load', init, false);

var enemy3 = new Image();
enemy3.src = 'images/enemy3.gif';
enemy3.addEventListener('load', init, false);

var boss = new Image();
boss.src = 'images/boss.gif';
boss.addEventListener('load', init, false);

var earth = new Image();
earth.src = 'images/earth.png';
earth.addEventListener('load', init, false);

// main functions
function init() {
     
    loop();
    document.addEventListener('keydown', checkKeyDown, false);
    document.addEventListener('keyup', checkKeyUp, false);
}

function loop() { 
       ctxBg.drawImage(background, 0, 0);
       
if(countdown > 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
if(countdown <= 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1b, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1b, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1b, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2b, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2b, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2b, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3b, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3b, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3b, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}


      if(kills >= 20 && bossLife > 0){
         ctxBg.drawImage(boss, bossX, bossY);
     }
if(countdown > 0){
countdown--;
}

if(countdown <= 5000){
    ctxBg.drawImage(earth, earthX, earthY);
    if(countdown > 0){
    earthX -= 0.1;
}
}
        jet1.draw();
        jet1.move();
        jet1.spawnEnemy();
        jet1.collision();
        if(countdown > 0){
        moveStar1();
        moveStar2();
        moveStar3();
       
        moveBoss();

        if(countdown <= 0){
            alert("YOU LOST! ENEMY INVADED EARTH!!");
        }
        if(bossLife <= 0){
            alert("YOU SAVED THE EARTH FROM THE EVIL SPAWN! CONGRATULATIONS!");
        }
    }
     drawText();
        requestAnimFrame(loop);   
}

function moveStar1(){
star1x += star1dx;
}

function moveStar2(){
star2x += star2dx;
}

function moveStar3(){
star3x += star3dx;
}

function moveBoss(){
    bossX += bossDX;
    bossY += bossDY;

if(bossX <= 0 || bossX >= 750){
    bossDX *= -1;
}
if(bossY <= 0 || bossY >= 550){
    bossDY *= -1;
}

}


function drawText(){
ctxBg.lineWidth=1;
ctxBg.fillStyle="#FFFFFF";
ctxBg.lineStyle="#ffff00";
ctxBg.font="18px sans-serif";
ctxBg.fillText("Power: " + kills, 20, 20);
ctxBg.fillText(countdown + " km to earth", 650, 20);
}


function clearCtxBg() {
    ctxBg.clearRect(0, 0, 800, 600);
}

// end of main functions
// jet functions
function Jet() {
   
    this.drawX = 420;
    this.drawY = 200;
    this.dx = 0;
    this.dy = 0;
    this.direction = 1;
    this.fire = false;
    this.isShooting = false;
    this.bullets = [];
    this.currentBullet = 0;
    this.counter = 0;
    this.enemyRand;
    this.enemyRand2;

    this.enemies = [];
    this.currentEnemy = 0;
    for (var i = 0; i < 525; i++) {
        this.bullets[this.bullets.length] = new Bullet();
    }
     for (var i = 0; i < 125; i++) {
        this.enemies[this.enemies.length] = new Enemy();
    }
}

Jet.prototype.move = function(){
    this.drawX += this.dx;
    this.drawY += this.dy;
}

Jet.prototype.draw = function() {
    clearCtxJet();
    this.fireBullet();
    this.drawAllBullets();
    this.drawAllEnemies();
    if(jet1.direction == -1){
    ctxJet.drawImage(plane, this.drawX, this.drawY);
}
   if(jet1.direction == 1){
    ctxJet.drawImage(plane2, this.drawX, this.drawY);
}
}

Jet.prototype.drawAllBullets = function() {
    for (var i = 0; i < this.bullets.length; i++) {
        if (this.bullets[i].drawX >= 0 && this.bullets[i].bulletLife > 0) {
            this.bullets[i].draw();
            this.bullets[i].move();
           
        
       
        }
    }    
}

Jet.prototype.collision = function() {
   
 for (var i = 0; i < this.bullets.length; i++) {
    for (var j = 0; j < this.enemies.length; j++) {
    // Skjuta på bossen
    if(kills >= 30){    
if(this.bullets[i].drawX > bossX && this.bullets[i].drawX < bossX+100 && this.bullets[i].drawY > bossY && this.bullets[i].drawY < bossY+90 && this.bullets[i].bulletLife > 0 && bossLife > 0){
    bossLife--;
    this.bullets[i].bulletLife--;
}
}

        // Minuspoäng när fiender är utanför skärmen
            if(this.enemies[j].drawX > -10 && this.enemies[j].drawX < 0 && this.enemies[j].outScreen == false){
kills--;
this.enemies[j].outScreen = true;
            }
// Om en bullet krockar med en fiende
            if(this.bullets[i].drawX > this.enemies[j].drawX && this.bullets[i].drawX < this.enemies[j].drawX+50 && this.bullets[i].drawY+30 > this.enemies[j].drawY && this.bullets[i].drawY < this.enemies[j].drawY+25 && this.bullets[i].bulletLife > 0 && this.enemies[j].life > 0 ){
                this.enemies[j].life--;
                if(this.enemies[j].life < 1){
                    kills++;
                }
                this.bullets[i].bulletLife--;
            }
        }
      } 
}


Jet.prototype.drawAllEnemies = function() {
    for (var i = 0; i < this.enemies.length; i++) {
        if (this.enemies[i].drawX >= 0) {
           if(this.enemies[i].life > 0){
            this.enemies[i].draw();
            this.enemies[i].move();
        }
        
       
        }
    }    
}

Jet.prototype.fireBullet = function() {
    if (this.fire == true && this.isShooting == false) {
        this.isShooting = true;
        if(this.bullets[this.currentBullet].bulletLife > 0){
            if(this.direction == 1){
        this.bullets[this.currentBullet].fire(this.drawX+95, this.drawY);
    }
         if(this.direction == -1){
        this.bullets[this.currentBullet].fire(this.drawX, this.drawY);
    }

shoot.play();
        this.bullets[this.currentBullet].isShot = true;
    }
        if(this.direction == 1){
            this.bullets[this.currentBullet].dx = 3;
        }
        if(this.direction == -1){
             this.bullets[this.currentBullet].dx = -3;
        }
        this.currentBullet++;
       
        if (this.currentBullet >= this.bullets.length) this.currentBullet = 0;
        
    } else if (this.fire == false) {
        this.isShooting = false;
    }  
}

Jet.prototype.spawnEnemy = function(){
    this.counter++;
    this.enemyRand = Math.floor((Math.random()*10000)+200);
    this.enemyRand2 = Math.floor((Math.random()*580)+1);
     if (this.counter >= this.enemyRand) {
        
        this.enemies[this.currentEnemy].fire(800, this.enemyRand2);
        this.currentEnemy++;
       
        if (this.currentEnemy >= this.enemies.length) {
            this.currentEnemy = 0;
        }
        this.counter = 0;
    }   
}


function clearCtxJet() {
    ctxJet.clearRect(0, 0, 800, 600);
    ctxBullet.clearRect(0, 0, 800, 600);
}

// end of jet functions
// bullet functions
function Bullet() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx = 3;
    this.isShot = false;
    this.bulletLife = 1;

}

Bullet.prototype.move = function(){
this.drawX += this.dx;
}

Bullet.prototype.draw = function() {
   if( this.bulletLife > 0){
    ctxBullet.drawImage(bullet, this.drawX, this.drawY+25);
}
  
}

Bullet.prototype.fire = function(startX, startY) {
   
    this.drawX = startX;
    this.drawY = startY;
}

// end of bullet functions

// enemy functions
function Enemy() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx;
    this.isShot = false;
    this.life = 3;
    this.outScreen = false;
}

Enemy.prototype.move = function(){
if(this.life == 3){
this.dx = 1;
}
if(this.life == 2){
this.dx = 2;
}
if(this.life == 1){
this.dx = 3;
}
this.drawX -= this.dx;
}

Enemy.prototype.draw = function() {
   
   if(this.life == 3){
    ctxBullet.drawImage(enemy1, this.drawX, this.drawY);
}
  if(this.life == 2){
    ctxBullet.drawImage(enemy2, this.drawX, this.drawY);
}
  if(this.life == 1){
    ctxBullet.drawImage(enemy3, this.drawX, this.drawY);
}


}

Enemy.prototype.fire = function(startX, startY) {
    this.drawX = startX;
    this.drawY = startY;
}

// end of enemy functions





// event functions

function checkKeyDown(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow
         jet1.dy = -1;    
    }
    if (keyID === 39 ) { //right arrow
      jet1.direction = 1;
        jet1.dx = 1;    
    }
    if (keyID === 40 ) { //down arrow 
        jet1.dy = 1;   

    }
    if (keyID === 37 ) { //left arrow 
          jet1.dx = -1; 
          jet1.direction = -1;
    }
    if (keyID === 87) { //spacebar
        jet1.fire = true;
       
    }
}

function checkKeyUp(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow 
     jet1.dy = 0; 
    }
    if (keyID === 39 ) { //right arrow 
      jet1.dx = 0; 
    }
    if (keyID === 40 ) { //down arrow 
      jet1.dy = 0; 
    }
    if (keyID === 37 ) { //left arrow 
      jet1.dx = 0; 
    }
    if (keyID === 87) { //spacebar
        jet1.fire = false;  
    }
}

// end of event functions

#2Patriarch K

Posted 02 March 2013 - 08:21 AM

I've finally made my first JavaScript-game but I have some problems with the time. I actually have no timer defined by myself. The game worked without it, but It works different on different machines. On my computer it goes very slow, but on my friends computer it goes fast as the light.

What can be the problem? If you try my game you will probably see what it is about (key arrows and shoot with W)

http://www.yffisch.com/Rymd/index.html

 

Maybe you don't have anything to compare it with, but how am I supposed to set the "ground timer"? I haven't defined it.

 

Here is the source. It's very messy at the moment because I try to learn JavaScript:

 


var canvasJet = document.getElementById('canvasJet');
var ctxJet = canvasJet.getContext('2d');
var canvasBg = document.getElementById('canvasBg');
var ctxBg = canvasBg.getContext('2d');
var canvasBullet = document.getElementById('canvasBullet');
var ctxBullet = canvasBullet.getContext('2d');

var jet1 = new Jet();
var star1x = 0;
var star1y = 0;
var star1dx = -1;
var star1dy = 0;
var star2x = 0;
var star2y = 0;
var star2dx = -.5;
var star2dy = 0;
var star3x = 0;
var star3y = 0;
var star3dx = -.1;
var star3dy = 0;
var kills = 0;
var bossLife = 10;
var bossX = 200;
var bossY = 200;
var bossDX = 1;
var bossDY = 1;
var countdown = 15000;
var earthX = 800;
var earthY = 200;

var requestAnimFrame =  window.requestAnimationFrame ||
                        window.webkitRequestAnimationFrame ||
                        window.mozRequestAnimationFrame ||
                        window.msRequestAnimationFrame ||
                        window.oRequestAnimationFrame;
var die = new Audio("images/eldljud.wav");
var hit = new Audio("images/Pop.wav");
var shoot = new Audio("images/eldljud.wav");
var music = new Audio("images/rymd2.mp3");
music.loop = true;
music.play();


var background = new Image();
background.src = 'images/background.png';
background.addEventListener('load', init, false);

var plane = new Image();
plane.src = 'images/PlaneLeft.gif';
plane.addEventListener('load', init, false);

var plane2 = new Image();
plane2.src = 'images/PlaneRight.gif';
plane2.addEventListener('load', init, false);

var bullet = new Image();
bullet.src = 'images/Bullet.gif';
bullet.addEventListener('load', init, false);

var star1 = new Image();
star1.src = 'images/background3c.png';
star1.addEventListener('load', init, false);

var star2 = new Image();
star2.src = 'images/background3b.png';
star2.addEventListener('load', init, false);

var star3 = new Image();
star3.src = 'images/background3a.png';
star3.addEventListener('load', init, false);

var star1b = new Image();
star1b.src = 'images/background4c.png';
star1b.addEventListener('load', init, false);

var star2b = new Image();
star2b.src = 'images/background4b.png';
star2b.addEventListener('load', init, false);

var star3b = new Image();
star3b.src = 'images/background4a.png';
star3b.addEventListener('load', init, false);

var enemy1 = new Image();
enemy1.src = 'images/enemy.gif';
enemy1.addEventListener('load', init, false);

var enemy2 = new Image();
enemy2.src = 'images/enemy2.gif';
enemy2.addEventListener('load', init, false);

var enemy3 = new Image();
enemy3.src = 'images/enemy3.gif';
enemy3.addEventListener('load', init, false);

var boss = new Image();
boss.src = 'images/boss.gif';
boss.addEventListener('load', init, false);

var earth = new Image();
earth.src = 'images/earth.png';
earth.addEventListener('load', init, false);

// main functions
function init() {
     
    loop();
    document.addEventListener('keydown', checkKeyDown, false);
    document.addEventListener('keyup', checkKeyUp, false);
}

function loop() { 
       ctxBg.drawImage(background, 0, 0);
       
if(countdown > 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}
if(countdown <= 7500){
            // Först stjärnorna
                if(star1x > -1000){
                    ctxBg.drawImage(star1b, star1x, star1y);
                }
                if(star1x < 0){
                     ctxBg.drawImage(star1b, star1x+800, star1y);
                    if(star1x + 800 < 0){
                       ctxBg.drawImage(star1b, star1x+1600, star1y);
                        star1x = 0;
                    }
                }
             //////  
               // Andra stjärnorna
                if(star2x > -1000){
                    ctxBg.drawImage(star2b, star2x, star2y);
                }
                if(star2x < 0){
                     ctxBg.drawImage(star2b, star2x+800, star2y);
                    if(star2x + 800 < 0){
                       ctxBg.drawImage(star2b, star2x+1600, star2y);
                        star2x = 0;
                    }
                }
             ////// 
               // Tredje stjärnorna
                if(star3x > -1000){
                    ctxBg.drawImage(star3b, star3x, star3y);
                }
                if(star3x < 0){
                     ctxBg.drawImage(star3b, star3x+800, star3y);
                    if(star3x + 800 < 0){
                       ctxBg.drawImage(star3b, star3x+1600, star3y);
                        star3x = 0;
                    }
                }
             ////// 
}


      if(kills >= 20 && bossLife > 0){
         ctxBg.drawImage(boss, bossX, bossY);
     }
if(countdown > 0){
countdown--;
}

if(countdown <= 5000){
    ctxBg.drawImage(earth, earthX, earthY);
    if(countdown > 0){
    earthX -= 0.1;
}
}
        jet1.draw();
        jet1.move();
        jet1.spawnEnemy();
        jet1.collision();
        if(countdown > 0){
        moveStar1();
        moveStar2();
        moveStar3();
       
        moveBoss();

        if(countdown <= 0){
            alert("YOU LOST! ENEMY INVADED EARTH!!");
        }
        if(bossLife <= 0){
            alert("YOU SAVED THE EARTH FROM THE EVIL SPAWN! CONGRATULATIONS!");
        }
    }
     drawText();
        requestAnimFrame(loop);   
}

function moveStar1(){
star1x += star1dx;
}

function moveStar2(){
star2x += star2dx;
}

function moveStar3(){
star3x += star3dx;
}

function moveBoss(){
    bossX += bossDX;
    bossY += bossDY;

if(bossX <= 0 || bossX >= 750){
    bossDX *= -1;
}
if(bossY <= 0 || bossY >= 550){
    bossDY *= -1;
}

}


function drawText(){
ctxBg.lineWidth=1;
ctxBg.fillStyle="#FFFFFF";
ctxBg.lineStyle="#ffff00";
ctxBg.font="18px sans-serif";
ctxBg.fillText("Power: " + kills, 20, 20);
ctxBg.fillText(countdown + " km to earth", 650, 20);
}


function clearCtxBg() {
    ctxBg.clearRect(0, 0, 800, 600);
}

// end of main functions
// jet functions
function Jet() {
   
    this.drawX = 420;
    this.drawY = 200;
    this.dx = 0;
    this.dy = 0;
    this.direction = 1;
    this.fire = false;
    this.isShooting = false;
    this.bullets = [];
    this.currentBullet = 0;
    this.counter = 0;
    this.enemyRand;
    this.enemyRand2;

    this.enemies = [];
    this.currentEnemy = 0;
    for (var i = 0; i < 525; i++) {
        this.bullets[this.bullets.length] = new Bullet();
    }
     for (var i = 0; i < 125; i++) {
        this.enemies[this.enemies.length] = new Enemy();
    }
}

Jet.prototype.move = function(){
    this.drawX += this.dx;
    this.drawY += this.dy;
}

Jet.prototype.draw = function() {
    clearCtxJet();
    this.fireBullet();
    this.drawAllBullets();
    this.drawAllEnemies();
    if(jet1.direction == -1){
    ctxJet.drawImage(plane, this.drawX, this.drawY);
}
   if(jet1.direction == 1){
    ctxJet.drawImage(plane2, this.drawX, this.drawY);
}
}

Jet.prototype.drawAllBullets = function() {
    for (var i = 0; i < this.bullets.length; i++) {
        if (this.bullets[i].drawX >= 0 && this.bullets[i].bulletLife > 0) {
            this.bullets[i].draw();
            this.bullets[i].move();
           
        
       
        }
    }    
}

Jet.prototype.collision = function() {
   
 for (var i = 0; i < this.bullets.length; i++) {
    for (var j = 0; j < this.enemies.length; j++) {
    // Skjuta på bossen
    if(kills >= 30){    
if(this.bullets[i].drawX > bossX && this.bullets[i].drawX < bossX+100 && this.bullets[i].drawY > bossY && this.bullets[i].drawY < bossY+90 && this.bullets[i].bulletLife > 0 && bossLife > 0){
    bossLife--;
    this.bullets[i].bulletLife--;
}
}

        // Minuspoäng när fiender är utanför skärmen
            if(this.enemies[j].drawX > -10 && this.enemies[j].drawX < 0 && this.enemies[j].outScreen == false){
kills--;
this.enemies[j].outScreen = true;
            }
// Om en bullet krockar med en fiende
            if(this.bullets[i].drawX > this.enemies[j].drawX && this.bullets[i].drawX < this.enemies[j].drawX+50 && this.bullets[i].drawY+30 > this.enemies[j].drawY && this.bullets[i].drawY < this.enemies[j].drawY+25 && this.bullets[i].bulletLife > 0 && this.enemies[j].life > 0 ){
                this.enemies[j].life--;
                if(this.enemies[j].life < 1){
                    kills++;
                }
                this.bullets[i].bulletLife--;
            }
        }
      } 
}


Jet.prototype.drawAllEnemies = function() {
    for (var i = 0; i < this.enemies.length; i++) {
        if (this.enemies[i].drawX >= 0) {
           if(this.enemies[i].life > 0){
            this.enemies[i].draw();
            this.enemies[i].move();
        }
        
       
        }
    }    
}

Jet.prototype.fireBullet = function() {
    if (this.fire == true && this.isShooting == false) {
        this.isShooting = true;
        if(this.bullets[this.currentBullet].bulletLife > 0){
            if(this.direction == 1){
        this.bullets[this.currentBullet].fire(this.drawX+95, this.drawY);
    }
         if(this.direction == -1){
        this.bullets[this.currentBullet].fire(this.drawX, this.drawY);
    }

shoot.play();
        this.bullets[this.currentBullet].isShot = true;
    }
        if(this.direction == 1){
            this.bullets[this.currentBullet].dx = 3;
        }
        if(this.direction == -1){
             this.bullets[this.currentBullet].dx = -3;
        }
        this.currentBullet++;
       
        if (this.currentBullet >= this.bullets.length) this.currentBullet = 0;
        
    } else if (this.fire == false) {
        this.isShooting = false;
    }  
}

Jet.prototype.spawnEnemy = function(){
    this.counter++;
    this.enemyRand = Math.floor((Math.random()*10000)+200);
    this.enemyRand2 = Math.floor((Math.random()*580)+1);
     if (this.counter >= this.enemyRand) {
        
        this.enemies[this.currentEnemy].fire(800, this.enemyRand2);
        this.currentEnemy++;
       
        if (this.currentEnemy >= this.enemies.length) {
            this.currentEnemy = 0;
        }
        this.counter = 0;
    }   
}


function clearCtxJet() {
    ctxJet.clearRect(0, 0, 800, 600);
    ctxBullet.clearRect(0, 0, 800, 600);
}

// end of jet functions
// bullet functions
function Bullet() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx = 3;
    this.isShot = false;
    this.bulletLife = 1;

}

Bullet.prototype.move = function(){
this.drawX += this.dx;
}

Bullet.prototype.draw = function() {
   if( this.bulletLife > 0){
    ctxBullet.drawImage(bullet, this.drawX, this.drawY+25);
}
  
}

Bullet.prototype.fire = function(startX, startY) {
   
    this.drawX = startX;
    this.drawY = startY;
}

// end of bullet functions

// enemy functions
function Enemy() {
    this.drawX = -20;
    this.drawY = 0;
    this.dx;
    this.isShot = false;
    this.life = 3;
    this.outScreen = false;
}

Enemy.prototype.move = function(){
if(this.life == 3){
this.dx = 1;
}
if(this.life == 2){
this.dx = 2;
}
if(this.life == 1){
this.dx = 3;
}
this.drawX -= this.dx;
}

Enemy.prototype.draw = function() {
   
   if(this.life == 3){
    ctxBullet.drawImage(enemy1, this.drawX, this.drawY);
}
  if(this.life == 2){
    ctxBullet.drawImage(enemy2, this.drawX, this.drawY);
}
  if(this.life == 1){
    ctxBullet.drawImage(enemy3, this.drawX, this.drawY);
}


}

Enemy.prototype.fire = function(startX, startY) {
    this.drawX = startX;
    this.drawY = startY;
}

// end of enemy functions





// event functions

function checkKeyDown(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow
         jet1.dy = -1;    
    }
    if (keyID === 39 ) { //right arrow
      jet1.direction = 1;
        jet1.dx = 1;    
    }
    if (keyID === 40 ) { //down arrow 
        jet1.dy = 1;   

    }
    if (keyID === 37 ) { //left arrow 
          jet1.dx = -1; 
          jet1.direction = -1;
    }
    if (keyID === 87) { //spacebar
        jet1.fire = true;
       
    }
}

function checkKeyUp(e) {
    var keyID = e.keyCode || e.which;
    if (keyID === 38 ) { //up arrow 
     jet1.dy = 0; 
    }
    if (keyID === 39 ) { //right arrow 
      jet1.dx = 0; 
    }
    if (keyID === 40 ) { //down arrow 
      jet1.dy = 0; 
    }
    if (keyID === 37 ) { //left arrow 
      jet1.dx = 0; 
    }
    if (keyID === 87) { //spacebar
        jet1.fire = false;  
    }
}

// end of event functions

PARTNERS