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HTML Settings

Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <div class="camera"></div>
<div class="focus-target">click to focus</div>
            
          
!
            
              html, body {
  width: 100%;
  height: 100%;
  margin: 0;
  padding: 0;
}

html {
  overflow: hidden;
}

body {
  background: url("https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/background.png");
  color: grey;
  font-family: helvetica, arial;
  font-size: 20px;
}

canvas {
  width: 100%;
  height: 100%;
  position: absolute;
  top: 0;
  left: 0;
  pointer-events: none;
}

.camera, .focus-target {
  width: 100%;
  height: 100%;
  position: absolute;
  top: 0;
  left: 0;
}

.focus-target {
  padding: 25px;
  text-align: center;
}
            
          
!
            
              // Thank you for supporting my work. If you came here from the
// Humble Bundle; you probably don’t know that I do a lot of this
// writing and open source work for free. Please consider supporting
// my work at https://www.patreon.com/assertchris. You’ll receive support
// rewards and free me up to make more awesome code and books for you to read.

class Player {
  constructor(sprite, rectangle) {
    this.sprite = sprite
    this.rectangle = rectangle
    
    this.velocityX = 0
    this.maximumVelocityX = 8
    this.accelerationX = 2
    this.frictionX = 0.9
    
    this.velocityY = 0
    this.maximumVelocityY = 30
    this.accelerationY = 3
    this.jumpVelocity = -30
    
    this.climbingSpeed = 10
    
    this.isOnGround = false
    this.isOnLadder = false
    this.isOnSlope = false
  }

  animate(state) {
    if (state.keys[37]) { // left
      this.velocityX = Math.max(
        this.velocityX - this.accelerationX,
        this.maximumVelocityX * -1,
      )
    }

    if (state.keys[39]) { // right
      this.velocityX = Math.min(
        this.velocityX + this.accelerationX,
        this.maximumVelocityX,
      );
    }

    this.velocityX *= this.frictionX

    this.velocityY = Math.min(
      this.velocityY + this.accelerationY,
      this.maximumVelocityY,
    )

    state.objects.forEach((object) => {
      if (object === this) {
        return
      }

      const me = this.rectangle
      const you = object.rectangle
      const collides = object.collides
        
      if (me.x < you.x + you.width &&
          me.x + me.width > you.x &&
          me.y < you.y + you.height &&
          me.y + me.height > you.y) {

        if (object.constructor.name === "LeftSlope") {
          const meCenter = Math.round(me.x + (me.width / 2))
          const youRight = you.x + you.width
          const youBottom = you.y + you.height
          const highest = you.y - me.height
          const lowest = youBottom - me.height

          this.isOnGround = true
          this.isOnSlope = true

          me.y = lowest - (meCenter - you.x)
          me.y = Math.max(me.y, highest)
          me.y = Math.min(me.y, lowest)

          if (me.y >= lowest || me.y <= highest) {
            this.isOnSlope = false
          }

          return
        }

        if (object.constructor.name === "RightSlope") {
          const meCenter = Math.round(me.x + (me.width / 2))
          const youBottom = you.y + you.height
          const highest = you.y - me.height
          const lowest = youBottom - me.height

          this.isOnGround = true
          this.isOnSlope = true

          me.y = highest + (meCenter - you.x)
          me.y = Math.max(me.y, highest)
          me.y = Math.min(me.y, lowest)

          if (me.y >= lowest || me.y <= highest) {
            this.isOnSlope = false
          }

          return
        }

        if (object.constructor.name === "Ladder") {
          if (state.keys[38] || state.keys[40]) {
            this.isOnLadder = true
            this.isOnGround = false
            this.velocityY = 0
            this.velocityX = 0
          }

          if (state.keys[38]) {
            this.rectangle.y -= this.climbingSpeed
          }

          if (state.keys[40] && me.y + me.height < you.y + you.height) {
            this.rectangle.y += this.climbingSpeed
          }

          if (me.y <= you.x - me.height) {
            this.isOnLadder = false
          }
          
          return
        }

        if (collides && this.velocityY > 0 && you.y >= me.y) {
          me.y = you.y - me.height + 1
          this.isOnGround = true
          this.velocityY = 0
          return
        }

        if (collides && this.velocityY < 0 && you.y <= me.y) {
          this.velocityY = this.accelerationY
          return
        }

        if (collides && this.velocityX < 0 && you.x <= me.x) {
          this.velocityX = 0
          return
        }

        if (collides && this.velocityX > 0 && you.x >= me.x) {
          this.velocityX = 0
          return
        }
      }
    })

    if (state.keys[32] && this.isOnGround) {
        this.velocityY = this.jumpVelocity
        this.isOnGround = false
        this.isOnSlope = false
    }

    this.rectangle.x += this.velocityX

    if (!this.isOnLadder && !this.isOnSlope) {
      this.rectangle.y += this.velocityY
    }

    this.sprite.x = this.rectangle.x
    this.sprite.y = this.rectangle.y
  }
}

class Box {
  get collides() {
    return true
  }
  
  constructor(sprite, rectangle) {
    this.sprite = sprite
    this.rectangle = rectangle
  }

  animate(state) {
    this.sprite.x = this.rectangle.x
    this.sprite.y = this.rectangle.y
  }
}

class Ladder {
  get collides() {
    return false
  }
  
  constructor(sprite, rectangle) {
    this.sprite = sprite
    this.rectangle = rectangle
  }

  animate(state) {
    this.sprite.x = this.rectangle.x
    this.sprite.y = this.rectangle.y
  }
}

class LeftSlope {
  get collides() {
    return false
  }
  
  constructor(sprite, rectangle) {
    this.sprite = sprite
    this.rectangle = rectangle
  }

  animate(state) {
    this.sprite.x = this.rectangle.x
    this.sprite.y = this.rectangle.y
  }
}

class RightSlope {
  get collides() {
    return false
  }
  
  constructor(sprite, rectangle) {
    this.sprite = sprite
    this.rectangle = rectangle
  }

  animate(state) {
    this.sprite.x = this.rectangle.x
    this.sprite.y = this.rectangle.y
  }
}

class Decal {
  get collides() {
    return false
  }
  
  constructor(sprite, rectangle) {
    this.sprite = sprite
    this.rectangle = rectangle
  }

  animate(state) {
    this.sprite.x = this.rectangle.x
    this.sprite.y = this.rectangle.y
  }
}

class Game {
  constructor(w, h) {
    this.w = w
    this.h = h

    this.state = {
      "keys": {},
      "clicks": {},
      "mouse": {},
      "objects": [],
    }
    
    this.animate = this.animate.bind(this)
  }

  get stage() {
    if (!this._stage) {
      this._stage = this.newStage()
    }

    return this._stage
  }

  set stage(stage) {
    this._stage = stage
  }

  newStage() {
    return new PIXI.Container()
  }

  get renderer() {
    if (!this._renderer) {
      this._renderer = this.newRenderer()
    }

    return this._renderer
  }

  set renderer(renderer) {
    this._renderer = renderer
  }

  newRenderer() {
    return new PIXI.autoDetectRenderer(
      this.w, this.h, this.newRendererOptions(),
    )
  }

  newRendererOptions() {
    return {
      "antialias": true,
      "autoResize": true,
      "transparent": true,
      "roundPixels": true,
      "resolution": 2,
    }
  }
  
  animate() {
    requestAnimationFrame(this.animate)

    this.state.renderer = this.renderer
    this.state.stage = this.stage

    this.state.objects.forEach((object) => {
      object.animate(this.state)
    })

    if (this.player) {
      const offsetLeft = Math.round(
        this.player.rectangle.x - (window.innerWidth / 2)
      ) * -1

      const offsetTop = Math.round(
        this.player.rectangle.y - (window.innerHeight / 2)
      ) * -1

      this.element.style = `
        transform:
        scale(1.2)
        translate(${offsetLeft}px)
        translateY(${offsetTop}px)
      `
    }

    this.renderer.render(this.stage)
  }

  addEventListenerTo(element) {
    element.addEventListener("keydown", (event) => {
      this.state.keys[event.keyCode] = true
    })

    element.addEventListener("keyup", (event) => {
      this.state.keys[event.keyCode] = false
    })

    element.addEventListener("mousedown", (event) => {
      this.state.clicks[event.which] = {
        "clientX": event.clientX,
        "clientY": event.clientY,
      }
    })

    element.addEventListener("mouseup", (event) => {
      this.state.clicks[event.which] = false
    })

    element.addEventListener("mousemove", (event) => {
      this.state.mouse.clientX = event.clientX
      this.state.mouse.clientY = event.clientY
    })
  }

  addRendererTo(element) {
    this.element = element
    this.element.appendChild(this.renderer.view)
  }

  addObject(object) {
    this.state.objects.push(object)
    this.stage.addChild(object.sprite)
  }
}

const width = window.innerWidth
const height = window.innerHeight + 200

const game = new Game(
  width,
  height,
)

game.addObject(
  new Box(
    new PIXI.extras.TilingSprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/floor-tile.png",
      width,
      64,
    ),
    new PIXI.Rectangle(
      0,
      height - 64,
      width,
      64,
    ),
  ),
)

game.addObject(
  new Box(
    new PIXI.Sprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/box.png",
    ),
    new PIXI.Rectangle(
      0 + 32,
      height - 44 - 64,
      44,
      44,
    ),
  ),
)

game.addObject(
  new Box(
    new PIXI.Sprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/box.png",
    ),
    new PIXI.Rectangle(
      width - 32 - 44,
      height - 44 - 64,
      44,
      44,
    ),
  ),
)

game.addObject(
  new Box(
    new PIXI.Sprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/platform.png",
    ),
    new PIXI.Rectangle(
      width - 400,
      height - 64 - 200,
      256,
      64,
    ),
  ),
)

game.addObject(
  new Ladder(
    new PIXI.extras.TilingSprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/ladder.png",
      44,
      200,
    ),
    new PIXI.Rectangle(
      width - 250,
      height - 64 - 200,
      44,
      200,
    ),
  ),
)

game.addObject(
  new LeftSlope(
    new PIXI.Sprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/slope-left.png",
    ),
    new PIXI.Rectangle(
      0 + 250,
      height - 64 - 64 + 1,
      64,
      64,
    ),
  ),
)

game.addObject(
  new RightSlope(
    new PIXI.Sprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/slope-right.png",
    ),
    new PIXI.Rectangle(
      0 + 250 + 64 + 128,
      height - 64 - 64 + 1,
      64,
      64,
    ),
  ),
)

game.addObject(
  new Decal(
    new PIXI.Sprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/hill-base.png",
    ),
    new PIXI.Rectangle(
      0 + 250,
      height - 64 + 1,
      128,
      64,
    ),
  ),
)

game.addObject(
  new Box(
    new PIXI.Sprite.fromImage(
      "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/hill-top.png",
    ),
    new PIXI.Rectangle(
      0 + 250 + 64,
      height - 64 - 64 + 1,
      128,
      64,
    ),
  ),
)

const player = new Player(
  new PIXI.Sprite.fromImage(
    "https://s3-us-west-2.amazonaws.com/s.cdpn.io/780791/player-idle.png",
  ),
  new PIXI.Rectangle(
    Math.round(width / 2),
    Math.round(height / 2),
    44,
    56,
  ),
);

game.addObject(player)
game.player = player

game.addEventListenerTo(window)
game.addRendererTo(document.querySelector(".camera"))
game.animate()
            
          
!
999px
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