HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
Any URLs added here will be added as <link>
s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
Any URL's added here will be added as <script>
s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
Search for and use JavaScript packages from npm here. By selecting a package, an import
statement will be added to the top of the JavaScript editor for this package.
Using packages here is powered by esm.sh, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ESM usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<canvas id="canvas"></canvas>
<p>
Use the left, right and up arrow keys to move.
</p>
<p class="info">
The map data is fully customisable and scriptable (all contained within the "map" variable). See the comments in the code for instructions.
</p>
<br>
<a target="_blank" href="https://github.com/dissimulate/Clarity">View on GitHub</a>
* {
margin: 0;
padding: 0;
}
body {
background: #f2f2f2;
}
canvas {
display:block;
margin: 40px auto 20px;
border: 1px solid #333;
box-shadow: 0 0 16px 2px rgba(0,0,0,0.8);
}
p, a {
font-family: Helvetica, Arial, sans-serif;
font-size: 19px;
color: #777;
display: block;
width: 400px;
margin: 0 auto;
text-align: center;
text-decoration:none;
}
.info {
margin:14px auto;
text-align: justify;
font-size: 18px;
color: #999;
}
a {
color:#3377ee;
}
/*
Copyright (c) 2013 dissimulate at codepen
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
/* Customisable map data */
var map = {
tile_size: 16,
/*
Key vairables:
id [required] - an integer that corresponds with a tile in the data array.
colour [required] - any javascript compatible colour variable.
solid [optional] - whether the tile is solid or not, defaults to false.
bounce [optional] - how much velocity is preserved upon hitting the tile, 0.5 is half.
jump [optional] - whether the player can jump while over the tile, defaults to false.
friction [optional] - friction of the tile, must have X and Y values (e.g {x:0.5, y:0.5}).
gravity [optional] - gravity of the tile, must have X and Y values (e.g {x:0.5, y:0.5}).
fore [optional] - whether the tile is drawn in front of the player, defaults to false.
script [optional] - refers to a script in the scripts section, executed if it is touched.
*/
keys: [
{id: 0, colour: '#333', solid: 0},
{id: 1, colour: '#888', solid: 0},
{id: 2,colour: '#555',solid: 1,bounce: 0.35},
{id: 3,colour: 'rgba(121, 220, 242, 0.4)',friction: {x: 0.9,y: 0.9},gravity: {x: 0,y: 0.1},jump: 1,fore: 1},
{id: 4,colour: '#777',jump: 1},
{id: 5,colour: '#E373FA',solid: 1,bounce: 1.1},
{id: 6,colour: '#666',solid: 1,bounce: 0},
{id: 7,colour: '#73C6FA',solid: 0,script: 'change_colour'},
{id: 8,colour: '#FADF73',solid: 0,script: 'next_level'},
{id: 9,colour: '#C93232',solid: 0,script: 'death'},
{id: 10,colour: '#555',solid: 1},
{id: 11,colour: '#0FF',solid: 0,script: 'unlock'}
],
/* An array representing the map tiles. Each number corresponds to a key */
data: [
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 6, 6, 6, 6, 6, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 1, 1, 1, 1, 1, 2, 2, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 7, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 4, 2, 2, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2, 2, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2],
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
[2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2],
[2, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2],
[2, 1, 2, 2, 2, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2],
[2, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 8, 1, 1, 1, 2],
[2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2],
[2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 9, 9, 9, 2, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 11, 2, 2, 2, 2, 4, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 10, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 2, 2, 2, 2, 2, 2, 2],
[2, 6, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 1, 1, 1, 1, 1, 2],
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2],
[2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 6, 6, 2, 2, 2, 2, 2, 2, 6, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
[2, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 2, 5, 5, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 5, 5, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2],
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
],
/* Default gravity of the map */
gravity: {
x: 0,
y: 0.3
},
/* Velocity limits */
vel_limit: {
x: 2,
y: 16
},
/* Movement speed when the key is pressed */
movement_speed: {
jump: 6,
left: 0.3,
right: 0.3
},
/* The coordinates at which the player spawns and the colour of the player */
player: {
x: 2,
y: 2,
colour: '#FF9900'
},
/* scripts refered to by the "script" variable in the tile keys */
scripts: {
/* you can just use "this" instead of your engine variable ("game"), but Codepen doesn't like it */
change_colour: 'game.player.colour = "#"+(Math.random()*0xFFFFFF<<0).toString(16);',
/* you could load a new map variable here */
next_level: 'alert("Yay! You won! Reloading map.");game.load_map(map);',
death: 'alert("You died!");game.load_map(map);',
unlock: 'game.current_map.keys[10].solid = 0;game.current_map.keys[10].colour = "#888";'
}
};
/* Clarity engine */
var Clarity = function () {
this.alert_errors = false;
this.log_info = true;
this.tile_size = 16;
this.limit_viewport = false;
this.jump_switch = 0;
this.viewport = {
x: 200,
y: 200
};
this.camera = {
x: 0,
y: 0
};
this.key = {
left: false,
right: false,
up: false
};
this.player = {
loc: {
x: 0,
y: 0
},
vel: {
x: 0,
y: 0
},
can_jump: true
};
window.onkeydown = this.keydown.bind(this);
window.onkeyup = this.keyup.bind(this);
};
Clarity.prototype.error = function (message) {
if (this.alert_errors) alert(message);
if (this.log_info) console.log(message);
};
Clarity.prototype.log = function (message) {
if (this.log_info) console.log(message);
};
Clarity.prototype.set_viewport = function (x, y) {
this.viewport.x = x;
this.viewport.y = y;
};
Clarity.prototype.keydown = function (e) {
var _this = this;
switch (e.keyCode) {
case 37:
_this.key.left = true;
break;
case 38:
_this.key.up = true;
break;
case 39:
_this.key.right = true;
break;
}
};
Clarity.prototype.keyup = function (e) {
var _this = this;
switch (e.keyCode) {
case 37:
_this.key.left = false;
break;
case 38:
_this.key.up = false;
break;
case 39:
_this.key.right = false;
break;
}
};
Clarity.prototype.load_map = function (map) {
if (typeof map === 'undefined'
|| typeof map.data === 'undefined'
|| typeof map.keys === 'undefined') {
this.error('Error: Invalid map data!');
return false;
}
this.current_map = map;
this.current_map.background = map.background || '#333';
this.current_map.gravity = map.gravity || {x: 0, y: 0.3};
this.tile_size = map.tile_size || 16;
var _this = this;
this.current_map.width = 0;
this.current_map.height = 0;
map.keys.forEach(function (key) {
map.data.forEach(function (row, y) {
_this.current_map.height = Math.max(_this.current_map.height, y);
row.forEach(function (tile, x) {
_this.current_map.width = Math.max(_this.current_map.width, x);
if (tile == key.id)
_this.current_map.data[y][x] = key;
});
});
});
this.current_map.width_p = this.current_map.width * this.tile_size;
this.current_map.height_p = this.current_map.height * this.tile_size;
this.player.loc.x = map.player.x * this.tile_size || 0;
this.player.loc.y = map.player.y * this.tile_size || 0;
this.player.colour = map.player.colour || '#000';
this.key.left = false;
this.key.up = false;
this.key.right = false;
this.camera = {
x: 0,
y: 0
};
this.player.vel = {
x: 0,
y: 0
};
this.log('Successfully loaded map data.');
return true;
};
Clarity.prototype.get_tile = function (x, y) {
return (this.current_map.data[y] && this.current_map.data[y][x]) ? this.current_map.data[y][x] : 0;
};
Clarity.prototype.draw_tile = function (x, y, tile, context) {
if (!tile || !tile.colour) return;
context.fillStyle = tile.colour;
context.fillRect(
x,
y,
this.tile_size,
this.tile_size
);
};
Clarity.prototype.draw_map = function (context, fore) {
for (var y = 0; y < this.current_map.data.length; y++) {
for (var x = 0; x < this.current_map.data[y].length; x++) {
if ((!fore && !this.current_map.data[y][x].fore) || (fore && this.current_map.data[y][x].fore)) {
var t_x = (x * this.tile_size) - this.camera.x;
var t_y = (y * this.tile_size) - this.camera.y;
if(t_x < -this.tile_size
|| t_y < -this.tile_size
|| t_x > this.viewport.x
|| t_y > this.viewport.y) continue;
this.draw_tile(
t_x,
t_y,
this.current_map.data[y][x],
context
);
}
}
}
if (!fore) this.draw_map(context, true);
};
Clarity.prototype.move_player = function () {
var tX = this.player.loc.x + this.player.vel.x;
var tY = this.player.loc.y + this.player.vel.y;
var offset = Math.round((this.tile_size / 2) - 1);
var tile = this.get_tile(
Math.round(this.player.loc.x / this.tile_size),
Math.round(this.player.loc.y / this.tile_size)
);
if(tile.gravity) {
this.player.vel.x += tile.gravity.x;
this.player.vel.y += tile.gravity.y;
} else {
this.player.vel.x += this.current_map.gravity.x;
this.player.vel.y += this.current_map.gravity.y;
}
if (tile.friction) {
this.player.vel.x *= tile.friction.x;
this.player.vel.y *= tile.friction.y;
}
var t_y_up = Math.floor(tY / this.tile_size);
var t_y_down = Math.ceil(tY / this.tile_size);
var y_near1 = Math.round((this.player.loc.y - offset) / this.tile_size);
var y_near2 = Math.round((this.player.loc.y + offset) / this.tile_size);
var t_x_left = Math.floor(tX / this.tile_size);
var t_x_right = Math.ceil(tX / this.tile_size);
var x_near1 = Math.round((this.player.loc.x - offset) / this.tile_size);
var x_near2 = Math.round((this.player.loc.x + offset) / this.tile_size);
var top1 = this.get_tile(x_near1, t_y_up);
var top2 = this.get_tile(x_near2, t_y_up);
var bottom1 = this.get_tile(x_near1, t_y_down);
var bottom2 = this.get_tile(x_near2, t_y_down);
var left1 = this.get_tile(t_x_left, y_near1);
var left2 = this.get_tile(t_x_left, y_near2);
var right1 = this.get_tile(t_x_right, y_near1);
var right2 = this.get_tile(t_x_right, y_near2);
if (tile.jump && this.jump_switch > 15) {
this.player.can_jump = true;
this.jump_switch = 0;
} else this.jump_switch++;
this.player.vel.x = Math.min(Math.max(this.player.vel.x, -this.current_map.vel_limit.x), this.current_map.vel_limit.x);
this.player.vel.y = Math.min(Math.max(this.player.vel.y, -this.current_map.vel_limit.y), this.current_map.vel_limit.y);
this.player.loc.x += this.player.vel.x;
this.player.loc.y += this.player.vel.y;
this.player.vel.x *= .9;
if (left1.solid || left2.solid || right1.solid || right2.solid) {
/* fix overlap */
while (this.get_tile(Math.floor(this.player.loc.x / this.tile_size), y_near1).solid
|| this.get_tile(Math.floor(this.player.loc.x / this.tile_size), y_near2).solid)
this.player.loc.x += 0.1;
while (this.get_tile(Math.ceil(this.player.loc.x / this.tile_size), y_near1).solid
|| this.get_tile(Math.ceil(this.player.loc.x / this.tile_size), y_near2).solid)
this.player.loc.x -= 0.1;
/* tile bounce */
var bounce = 0;
if (left1.solid && left1.bounce > bounce) bounce = left1.bounce;
if (left2.solid && left2.bounce > bounce) bounce = left2.bounce;
if (right1.solid && right1.bounce > bounce) bounce = right1.bounce;
if (right2.solid && right2.bounce > bounce) bounce = right2.bounce;
this.player.vel.x *= -bounce || 0;
}
if (top1.solid || top2.solid || bottom1.solid || bottom2.solid) {
/* fix overlap */
while (this.get_tile(x_near1, Math.floor(this.player.loc.y / this.tile_size)).solid
|| this.get_tile(x_near2, Math.floor(this.player.loc.y / this.tile_size)).solid)
this.player.loc.y += 0.1;
while (this.get_tile(x_near1, Math.ceil(this.player.loc.y / this.tile_size)).solid
|| this.get_tile(x_near2, Math.ceil(this.player.loc.y / this.tile_size)).solid)
this.player.loc.y -= 0.1;
/* tile bounce */
var bounce = 0;
if (top1.solid && top1.bounce > bounce) bounce = top1.bounce;
if (top2.solid && top2.bounce > bounce) bounce = top2.bounce;
if (bottom1.solid && bottom1.bounce > bounce) bounce = bottom1.bounce;
if (bottom2.solid && bottom2.bounce > bounce) bounce = bottom2.bounce;
this.player.vel.y *= -bounce || 0;
if ((bottom1.solid || bottom2.solid) && !tile.jump) {
this.player.on_floor = true;
this.player.can_jump = true;
}
}
// adjust camera
var c_x = Math.round(this.player.loc.x - this.viewport.x/2);
var c_y = Math.round(this.player.loc.y - this.viewport.y/2);
var x_dif = Math.abs(c_x - this.camera.x);
var y_dif = Math.abs(c_y - this.camera.y);
if(x_dif > 5) {
var mag = Math.round(Math.max(1, x_dif * 0.1));
if(c_x != this.camera.x) {
this.camera.x += c_x > this.camera.x ? mag : -mag;
if(this.limit_viewport) {
this.camera.x =
Math.min(
this.current_map.width_p - this.viewport.x + this.tile_size,
this.camera.x
);
this.camera.x =
Math.max(
0,
this.camera.x
);
}
}
}
if(y_dif > 5) {
var mag = Math.round(Math.max(1, y_dif * 0.1));
if(c_y != this.camera.y) {
this.camera.y += c_y > this.camera.y ? mag : -mag;
if(this.limit_viewport) {
this.camera.y =
Math.min(
this.current_map.height_p - this.viewport.y + this.tile_size,
this.camera.y
);
this.camera.y =
Math.max(
0,
this.camera.y
);
}
}
}
if(this.last_tile != tile.id && tile.script) {
eval(this.current_map.scripts[tile.script]);
}
this.last_tile = tile.id;
};
Clarity.prototype.update_player = function () {
if (this.key.left) {
if (this.player.vel.x > -this.current_map.vel_limit.x)
this.player.vel.x -= this.current_map.movement_speed.left;
}
if (this.key.up) {
if (this.player.can_jump && this.player.vel.y > -this.current_map.vel_limit.y) {
this.player.vel.y -= this.current_map.movement_speed.jump;
this.player.can_jump = false;
}
}
if (this.key.right) {
if (this.player.vel.x < this.current_map.vel_limit.x)
this.player.vel.x += this.current_map.movement_speed.left;
}
this.move_player();
};
Clarity.prototype.draw_player = function (context) {
context.fillStyle = this.player.colour;
context.beginPath();
context.arc(
this.player.loc.x + this.tile_size / 2 - this.camera.x,
this.player.loc.y + this.tile_size / 2 - this.camera.y,
this.tile_size / 2 - 1,
0,
Math.PI * 2
);
context.fill();
};
Clarity.prototype.update = function () {
this.update_player();
};
Clarity.prototype.draw = function (context) {
this.draw_map(context, false);
this.draw_player(context);
};
/* Setup of the engine */
window.requestAnimFrame =
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback) {
return window.setTimeout(callback, 1000 / 60);
};
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
canvas.width = 400;
canvas.height = 400;
var game = new Clarity();
game.set_viewport(canvas.width, canvas.height);
game.load_map(map);
/* Limit the viewport to the confines of the map */
game.limit_viewport = true;
var Loop = function() {
ctx.fillStyle = '#333';
ctx.fillRect(0, 0, canvas.width, canvas.height);
game.update();
game.draw(ctx);
window.requestAnimFrame(Loop);
};
Loop();
Also see: Tab Triggers