I followed the tuturial on this site , which was recommenced, for creating draggable objects. Here is the code by itself. My goal is to create a game with a draggable item (the item used to make a decision) and three non-draggable shapes (the choices).
I'm not sure how to make the three non-draggable objects. I tried making three squares with separate functions (i.e. fillSquare) so that they aren't draggable, but they disappear when I move the draggable item defeating the purpose of my game. I'm pretty sure I have to use some of the canvas states to keep the items on the screen but I keep getting confused about how to go about it. The code below is just shortened version of what is in the links posted above. Any help is appreciated.
function Shape(x, y, w, h, fill) {
this.x = x || 0;
this.y = y || 0;
this.w = w || 1;
this.h = h || 1;
this.fill = fill || '#AAAAAA';
}
// Draws this shape to a given context
Shape.prototype.draw = function (ctx) {
ctx.fillStyle = this.fill;
ctx.fillRect(this.x, this.y, this.w, this.h);
}
// Determine if a point is inside the shape's bounds
Shape.prototype.contains = function (mx, my) {
// All we have to do is make sure the Mouse X,Y fall in the area between
// the shape's X and (X + Height) and its Y and (Y + Height)
return (this.x <= mx) && (this.x + this.w >= mx) && (this.y <= my) && (this.y + this.h >= my);
}
function CanvasState(canvas) {
// **** First some setup! ****
this.canvas = canvas;
this.width = canvas.width;
this.height = canvas.height;
this.ctx = canvas.getContext('2d');
// fixes mouse co-ordinate problems when there's a border or padding.
var stylePaddingLeft, stylePaddingTop, styleBorderLeft, styleBorderTop;
if (document.defaultView && document.defaultView.getComputedStyle) {
this.stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(canvas, null)['paddingLeft'], 10) || 0;
this.stylePaddingTop = parseInt(document.defaultView.getComputedStyle(canvas, null)['paddingTop'], 10) || 0;
this.styleBorderLeft = parseInt(document.defaultView.getComputedStyle(canvas, null)['borderLeftWidth'], 10) || 0;
this.styleBorderTop = parseInt(document.defaultView.getComputedStyle(canvas, null)['borderTopWidth'], 10) || 0;
}
//helps protect mouse coordinates for pages with fixed-position bars
var html = document.body.parentNode;
this.htmlTop = html.offsetTop;
this.htmlLeft = html.offsetLeft;
// **** Keep track of state! ****
this.valid = false; // when set to false, the canvas will redraw everything
this.shapes = []; // the collection of things to be drawn
this.dragging = false; // Keep track of when we are dragging
// the current selected object. In the future we could turn this into an array for multiple selection
this.selection = null;
this.dragoffx = 0; // See mousedown and mousemove events for explanation
this.dragoffy = 0;
// **** Then events! ****
//saves a reference to CanvasState so we can use it in events
var myState = this;
// Up, down, and move are for dragging
canvas.addEventListener('mousedown', function (e) {
var mouse = myState.getMouse(e);
var mx = mouse.x;
var my = mouse.y;
var shapes = myState.shapes;
var l = shapes.length;
for (var i = l - 1; i >= 0; i--) {
if (shapes[i].contains(mx, my)) {
var mySel = shapes[i];
// Keep track of where in the object we clicked
// so we can move it smoothly (see mousemove)
myState.dragoffx = mx - mySel.x;
myState.dragoffy = my - mySel.y;
myState.dragging = true;
myState.selection = mySel;
myState.valid = false;
return;
}
}
// If there was an object selected, we deselect it
if (myState.selection) {
myState.selection = null;
myState.valid = false; // Need to clear the old selection border
}
}, true);
canvas.addEventListener('mousemove', function (e) {
if (myState.dragging) {
var mouse = myState.getMouse(e);
// We don't want to drag the object by its top-left corner, we want to drag it
// from where we clicked. Thats why we saved the offset and use it here
myState.selection.x = mouse.x - myState.dragoffx;
myState.selection.y = mouse.y - myState.dragoffy;
myState.valid = false; // Something's dragging so we must redraw
}
}, true);
canvas.addEventListener('mouseup', function (e) {
myState.dragging = false;
}, true);
// **** Options! ****
this.selectionColor = '#CC0000';
this.selectionWidth = 2;
this.interval = 30;
setInterval(function () {
myState.draw();
}, myState.interval);
}
CanvasState.prototype.addShape = function (shape) {
this.shapes.push(shape);
this.valid = false;
}
CanvasState.prototype.clear = function () {
this.ctx.clearRect(0, 0, this.width, this.height);
}
// While draw is called as often as the INTERVAL variable demands,
// It only ever does something if the canvas gets invalidated by our code
CanvasState.prototype.draw = function () {
// if our state is invalid, redraw and validate!
if (!this.valid) {
var ctx = this.ctx;
var shapes = this.shapes;
this.clear();
// draw all shapes
var l = shapes.length;
for (var i = 0; i < l; i++) {
var shape = shapes[i];
// We can skip the drawing of elements that have moved off the screen:
if (shape.x > this.width || shape.y > this.height || shape.x + shape.w < 0 || shape.y + shape.h < 0) continue;
shapes[i].draw(ctx);
}
// draw selection
if (this.selection != null) {
ctx.strokeStyle = this.selectionColor;
ctx.lineWidth = this.selectionWidth;
var mySel = this.selection;
ctx.strokeRect(mySel.x, mySel.y, mySel.w, mySel.h);
}
this.valid = true;
}
}
// Creates an object with x and y defined, set to the mouse position relative to the state's canvas
CanvasState.prototype.getMouse = function (e) {
var element = this.canvas,
offsetX = 0,
offsetY = 0,
mx, my;
// Compute the total offset
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
// Add padding and border style widths to offset
// Also add the <html> offsets in case there's a position:fixed bar
offsetX += this.stylePaddingLeft + this.styleBorderLeft + this.htmlLeft;
offsetY += this.stylePaddingTop + this.styleBorderTop + this.htmlTop;
mx = e.pageX - offsetX;
my = e.pageY - offsetY;
// We return a simple javascript object (a hash) with x and y defined
return {
x: mx,
y: my
};
}
function init() {
var s = new CanvasState(document.getElementById('canvas'));
s.addShape(new Shape(40, 40, 50, 50)); // The default is gray
}