1.) Set up initial files
- Create your HTML, JS, and CSS files
- Create initial HTML structure and link JS and CSS files
2.) Create and Display your Sprite
HTML
<body>
<div id="sprite"></div>
</body>
CSS
#sprite {
background-color: black;
height: 20px;
width: 20px;
position: absolute;
/* Initial coordinates of sprite */
left: 100px;
bottom: 500px;
}
3.) Add an addEventListener
for keydown events
// set equal to sprite's initial cooridinates
let position = {
x: 100,
y: 500
};
// dimensions of the sprite
size = 20;
document.addEventListener('keydown', (event) => chooseDirection(event));
function chooseDirection(event) {
// if key pressed = an arrow key --> change position
switch(event.key) {
case 'ArrowRight':
position.x += size;
sprite.style.left = position.x + 'px';
break;
case 'ArrowLeft':
position.x -= size;
sprite.style.left = position.x + 'px';
break;
case 'ArrowUp':
position.y += size;
sprite.style.bottom = position.y + 'px';
break;
case 'ArrowDown':
position.y -= size;
sprite.style.bottom = position.y + 'px';
break;
}
}
That's it! Now using the arrow keys (or whatever keys you want!), you can move the sprite all across the screen.
Extras!
- Change based on window size
window.addEventListener('resize', displaySprite)
function displaySprite() {
// remove any previous sprite
document.querySelector('body').innerHTML = '';
const sprite = document.createElement('div');
sprite.id = 'sprite';
document.querySelector('body').append(sprite);
sprite.style.height = size + 'vmin';
sprite.style.width = size + 'vmin';
sprite.style.left = position.x + 'vmin';
sprite.style.bottom = position.y + 'vmin';
}
By changing from px
units to vmin
units, we can dynamically change the size of the sprite.
For Example:
sprite.style.bottom = position.y + 'px'
--> sprite.style.bottom = position.y + 'vmin'
- Add a Grid
function displayGrid() {
const grid = document.createElement('div');
grid.id = 'grid';
document.querySelector('body').append(grid);
let cellClass = 'darkerTile';
let isDark = true;
for(let i = 0; i < gridSize; i++) {
const column = document.createElement('div');
column.className = 'column';
grid.append(column);
for(let i = 0; i < gridSize; i++) {
(isDark) ? cellClass = 'darkerTile' : cellClass = 'lighterTile';
isDark = !isDark;
const cell = document.createElement('div');
cell.className = cellClass;
cell.style.height = size + 'vmin';
cell.style.width = size + 'vmin';
column.append(cell);
}
}
}
Don't forget the CSS!
#grid {
display: flex;
position: relative;
width: fit-content;
border: 2vmin solid darkgreen;
}
.darkerTile {
background-color: green;
}
.lighterTile {
background-color: lightgreen;
}
If your having trouble with your sprite aligning to your grid:
- try making your sprite the child of your grid element, and setting the grid's position to relative
- make sure your starting position aligns with the grid
- make sure all size related units are tied to the same variable
- Add border collision to contain your sprite
const bounds = {
min: 0,
max: (gridSize - 1) * size
};
function chooseDirection(event) {
switch(event.key) {
case 'ArrowRight':
isAtBorder('x', 'max') ? null : move('x', 'left', true);
break;
case 'ArrowLeft':
isAtBorder('x', 'min') ? null : move('x', 'left', false);
break;
case 'ArrowUp':
isAtBorder('y', 'max') ? null : move('y', 'bottom', true);
break;
case 'ArrowDown':
isAtBorder('y', 'min') ? null : move('y', 'bottom', false);
break;
}
}
function isAtBorder(axis, boundary) {
return (position[axis] === bounds[boundary]) ? true : false;
}
function move(spriteAxis, windowAxis, moveMaxy) {
(moveMaxy === true)
? position[spriteAxis] += size
: position[spriteAxis] -= size;
sprite.style[windowAxis] = position[spriteAxis] + 'vmin';
}
- Change your sprite's appearance
Instead of a div, change your sprite to an img and mess around with different sources.
Top comments (0)