Category Catch falling objects game javascript

Catch falling objects game javascript

By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. The player is meant to swipe the objects as they fall so that the objects don't fall through the bottom of the screen.

I want to create a horizontal line on which the program would choose a random point to spawn an object from. How exactly would I create code to spawn the objects to consider both of these independent probabilities? I assume Math. Also, when spawning objects, what would I use to control the rate of spawning and the change of rate of spawning over time?

I have heard that Unity can be helpful in spawningbut is there an effective way to do it without Unity? This code isn't optimized and doesn't handle game events, but it will get your learning experience started! Learn more. Ask Question.

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Asked 6 years ago. Active 5 months ago. Viewed 7k times. The program also has to decide for each object spawn whether it is an object of type A or B. Thomas Thomas 2 2 silver badges 7 7 bronze badges. Active Oldest Votes. This code spawns random object and animates them down the screen. Thank you so much! One question though. Do you know if there is any way to increase the rate of spawning as time goes on? To make circles faster, just reduce the spawnRate.

Here's an example: jsfiddle. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast Programming tutorials can be a real drag. Featured on Meta. Community and Moderator guidelines for escalating issues via new response….

Feedback on Q2 Community Roadmap. Technical site integration observational experiment live on Stack Overflow. Dark Mode Beta - help us root out low-contrast and un-converted bits. Related The match method retrieves the result of matching a string against a regular expression. An Array whose contents depend on the presence or absence of the global g flag, or null if no matches are found.

If the regular expression does not include the g flag, str. In the following example, match is used to find ' Chapter ' followed by 1 or more numeric characters followed by a decimal point and numeric character 0 or more times. The following example demonstrates the use of the global and ignore case flags with match. All letters A through E and a through e are returned, each its own element in the array. Note: See also String. In browsers which support named capturing groups, the following code captures " fox " or " cat " into a group named " animal ":.

When the regexp parameter is a string or a number, it is implicitly converted to a RegExp by using new RegExp regexp. If it is a positive number with a positive sign, RegExp will ignore the positive sign.

Get the latest and greatest from MDN delivered straight to your inbox. Sign in to enjoy the benefits of an MDN account. The source for this interactive example is stored in a GitHub repository. The compatibility table on this page is generated from structured data. Last modified: Mar 29,by MDN contributors. Related Topics. Learn the best of web development Get the latest and greatest from MDN delivered straight to your inbox. The newsletter is offered in English only at the moment.

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IE No support No. Opera No support No.This site requires JavaScript, please enable it in your browser! Remember Me? Akimb wrote The problem with the error is not what you think. The execution of one act method is specific to one raindrop and has nothing to do with the acting of other raindrops.

You are getting the error because when the bucket removed a raindrop from the world, that same raindrop no longer has a location within the world and therefore 'getX' and 'getY' 'getY ' being called when checking if this same raindrop is at the bottom edge of the world cannot complete its assigned task of returning a valid coordinate for your actor.

You need to add the condition that the actor be in the world before checking its location in the world: if getWorld! Thanks, now I dont get the error.

How should I make my raindrops pop our randomly from the sky? I get a strong suspicion that you are putting this code in the world constructor where it will only be executed once when the world is created.

For the code to execute repeatedly during the running of the scenarioyou need to move it inside an 'act' method. The 'act' method is what creates the loop you want.

Using 'for' or 'while' will run to their completion at the time they are called and you will not notice any of the changes made during their execution normally ; you will only see the end result. In a sense, the 'act' method is similar, in that you only see the end result of what changes are made during the execution of the 'act' method; however, you are not specifying the loop and therefore each execution is actually a step in the 'bigger', 'hidden' loop, and you will see the results after each of these steps.

One more thing, which leads to another. Your line 5 uses 'getObjects Rain. If you want the number of raindrops in the world, use 'getObjects Rain. The other thing is your 'for' loop. What are you trying to accomplish with it? If you are adding 4 maybe 5 -- which will probably never happen raindrops into the world each 'act' cycle, you will have a slew of them probably resulting in massive lag in a very short amount of time.

See if you can explain in a post what you want as far as when and how many raindrops there should be in the world at any time. You will need to regulate the spawning of raindrops using a timer set to a random value; when the timer reaches zero, spawn a raindrop and reset the timer.

The timer will need to be an instance int field in the world class. Yes, apparently my for loop was in populate method. When one of the raindrops gets picked up by the bucket, or falls down to the ground, immediately another one comes down from the sky.

After the Players gets certain amount of points, I would like to increase to number of falling raindrops to maybe five, and later increase the speed of which they are falling.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. The player is meant to swipe the objects as they fall so that the objects don't fall through the bottom of the screen. I want to create a horizontal line on which the program would choose a random point to spawn an object from.

How exactly would I create code to spawn the objects to consider both of these independent probabilities? I assume Math. Also, when spawning objects, what would I use to control the rate of spawning and the change of rate of spawning over time? I have heard that Unity can be helpful in spawningbut is there an effective way to do it without Unity? This code isn't optimized and doesn't handle game events, but it will get your learning experience started!

How are we doing? Please help us improve Stack Overflow. Take our short survey. Learn more. Ask Question. Asked 6 years ago. Active 5 months ago.

Viewed 7k times. The program also has to decide for each object spawn whether it is an object of type A or B.

catch falling objects game javascript

Thomas Thomas 2 2 silver badges 7 7 bronze badges. Active Oldest Votes.Help to translate the content of this tutorial to your language! No matter how great we are at programming, sometimes our scripts have errors. They may occur because of our mistakes, an unexpected user input, an erroneous server response, and for a thousand other reasons.

The try. For try. In other words, it should be valid JavaScript. The JavaScript engine first reads the code, and then runs it. So, try. To catch an exception inside a scheduled function, try. When an error occurs, JavaScript generates an object containing the details about it. The object is then passed as an argument to catch :. There are other non-standard properties available in most environments. One of most widely used and supported is:. If json is malformed, JSON. Here we use the catch block only to show the message, but we can do much more: send a new network request, suggest an alternative to the visitor, send information about the error to a logging facility, ….

All much better than just dying. Here JSON. Technically, we can use anything as an error object. We can use them to create error objects as well. For built-in errors not for any objects, just for errorsthe name property is exactly the name of the constructor.

And message is taken from the argument.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here.

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Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. So I'm supposed to do a Javascript version of the falling rocks game for a university project.

Canvas Bootcamp 19 - Collision Detection Hit Game Enemies JavaScript

The player controls a rectangle that is supposed to move from left to right without getting hit by the falling objects. Reaching each side increases the score, while getting hit decreases it.

Game over is at 0 points. I seem to be stuck at the collision detection part. I'm trying to use the coordinates of each objects as criteria for the collision, but what I have so far does nothing. If someone can check to see what I'm doing wrong, I would really appreciate it.

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Learn more. Asked 6 years, 1 month ago. Active 6 years, 1 month ago. Viewed 3k times. Your collision detection code is good if you send in the right info. You have quite a few problems in the rest of your code though sorry. Oh, well, any starting tips would be welcome then? Active Oldest Votes. Here's a starting spot for you Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.

The Overflow Blog. Podcast Programming tutorials can be a real drag. Featured on Meta. Community and Moderator guidelines for escalating issues via new response…. Feedback on Q2 Community Roadmap. Technical site integration observational experiment live on Stack Overflow.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. So I'm supposed to do a Javascript version of the falling rocks game for a university project. The player controls a rectangle that is supposed to move from left to right without getting hit by the falling objects.

Reaching each side increases the score, while getting hit decreases it. Game over is at 0 points. I seem to be stuck at the collision detection part. I'm trying to use the coordinates of each objects as criteria for the collision, but what I have so far does nothing. If someone can check to see what I'm doing wrong, I would really appreciate it. How are we doing?

Please help us improve Stack Overflow. Take our short survey. Learn more. Asked 6 years ago. Active 6 years ago. Viewed 3k times. Your collision detection code is good if you send in the right info. You have quite a few problems in the rest of your code though sorry.

Promise.prototype.catch()

Oh, well, any starting tips would be welcome then? Active Oldest Votes. Here's a starting spot for you Sign up or log in Sign up using Google.

catch falling objects game javascript

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catch falling objects game javascript

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