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JavaScript

Konrad Pilch
Konrad Pilch
2,435 Points

How to make a flying umm, flying option.

HI,

I want to make flying here.

So if i press up arrow, it will just fly as long as its pressed, and then if i stop it will go down, if i want to press it agian in the air, it will work. Heres what i got:

(function() {
    var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
    window.requestAnimationFrame = requestAnimationFrame;
})();

    var

    canvas = document.getElementById("myCanvas"),
      ctx = canvas.getContext("2d"),
    width = 1900,
    height = 1200,
    player = {
      x : width/2,
      y : height - 5,
      flyY : 3,
      width : 70,
      height : 70,
      speed: 3,
      velX: 6,
      velY: 10,
      fly: 5,
      jumping: false,
      flying: false
    },
    keys = [],
    friction = 0.8,
    gravity = 0.4;

canvas.width = width;
canvas.height = height;

function update(){
  // check keys
 if (keys[32]) {
        //or space
      if(!player.jumping){
       player.jumping = true;
       player.velY = -player.speed*4.4;
      }
    }

    //up arrow
    if (keys[38]) {
      if(!player.flying) {
        player.velY = player.speed-2;
       }
    }

    //down arrow 
  if (keys[40]) { 
        player.velY = +player.speed*2;
    }

    //moving left
    if (keys[37] || keys[30]) {
        player.velX--;
    }

    //moving right
    if (keys[39] || keys[33]) {
        player.velX++;
    }


    player.velX *= friction;

    player.velY += gravity;

    player.x += player.velX;
    player.y += player.velY;

    if (player.x >= width-player.width) {
        player.x = width-player.width;
    } else if (player.x <= 0) {         
        player.x = 0;     
    }    

    if(player.y >= height-player.height){
        player.y = height - player.height;
        player.jumping = false;
    }

      ctx.clearRect(0,0,width,height);
      ctx.fillStyle = "red";
      ctx.fillRect(player.x, player.y, player.width, player.height);

      requestAnimationFrame(update);
}

document.body.addEventListener("keydown", function(e) {
    keys[e.keyCode] = true;
});

document.body.addEventListener("keyup", function(e) {
    keys[e.keyCode] = false;
});

window.addEventListener("load",function(){
    update();
});
Steven Parker
Steven Parker
231,269 Points

Is there some HTML to go with this?

Konrad Pilch
Konrad Pilch
2,435 Points
<!DOCTYPE html>
<html>
<head>
    <meta charset="utf-8" />
    <title>My Little game</title>

    <script src="myscripts.js"></script>
    <style type="text/css">

        body{
            background: #888;
        }
        canvas{
            background: #222;
        }
    </style>
</head>
<body>

<canvas id="myCanvas"></canvas>

<script src="myscripts.js"></script>

</body>
</html>

Im drawing with canvas.

1 Answer

Steven Parker
Steven Parker
231,269 Points

I finally got around to looking at this again (I've been answering several of your other questions meanwhile!).

It looks like you're missing a negative sign on line 45. Here it is corrected:

      player.velY = -player.speed - 2;