Welcome to the TCJSgame.js documentation! This guide will help you understand how to use the TCJSgame.js game engine to create your own 2D games.
To get started with TCJSgame.js, download source code from here and include include the following scripts in your HTML file:
<script src="tcjsgame-doc.vercel.app/tcjsgame.js"></script>
<script src="tcjsgame-doc.vercel.app/tcjsgame_more.js"></script>
The Display class is responsible for creating and managing the game canvas.
canvas: The canvas element used for rendering the game.context: The 2D rendering context of the canvas.frameNo: The frame counter.keys: Array to store the state of keys.x and y: Coordinates for mouse/touch input.interval: The interval for the game loop.start(width, height): Initializes the canvas with the specified width and height.
width (number): The width of the canvas.height (number): The height of the canvas.let display = new Display();
display.start(800, 600);
addEventListeners(): Adds event listeners for keyboard and mouse input.
display.addEventListeners();
clear(): Clears the canvas.
display.clear();
borderStyle(borderStyle): Sets the canvas border style.
borderStyle (string): The CSS border style (e.g., "solid", "dashed").display.borderStyle("solid");
stop(): Stops the game loop.
display.stop();
borderSize(borderSize): Sets the canvas border size.
borderSize (string): The CSS border size (e.g., "2px").display.borderSize("2px");
backgroundColor(color): Sets the canvas background color.
color (string): The CSS color value (e.g., "lightblue").display.backgroundColor("lightblue");
borderColor(color): Sets the canvas border color.
color (string): The CSS color value (e.g., "black").display.borderColor("black");
fontColor(color): Sets the canvas font color.
color (string): The CSS color value (e.g., "red").display.fontColor("red");
scale(width, height): Scales the canvas dimensions.
width (number): The new width of the canvas.height (number): The new height of the canvas.display.scale(1024, 768);
add(component): Adds a component to the display.
component (Component): The component to add.let component = new Component(50, 50, "red", 100, 100, "rectangle");
display.add(component);
update(): Updates the display and components.
function update() {
display.clear();
// Update components here
display.frameNo += 1;
}
display.update = update;
The Component class represents game objects.
width: The width of the component.height: The height of the component.color: The color or image source of the component.type: The type of the component (e.g., "image", "text").angle: The rotation angle of the component.x and y: The coordinates of the component.speedX and speedY: The speed of the component.gravity: The gravity effect on the component.gravitySpeed: The gravity speed of the component.bounce: The bounce effect of the component.physics: Flag indicating if physics is enabled.changeAngle: Flag indicating if rotation is enabled.image: The image object for image components.text: The text content for text components.update(ctx): Updates the component's appearance.
ctx (CanvasRenderingContext2D): The 2D rendering context of the canvas.component.update(display.context);
move(): Moves the component based on its speed and physics.
component.move();
hitBottom(): Checks if the component hits the bottom of the canvas.
component.hitBottom();
stopMove(): Stops the component's movement.
component.stopMove();
clicked(): Checks if the component is clicked.
if (component.clicked()) {
console.log("Component clicked!");
}
crashWith(otherobj): Checks if the component crashes with another object.
otherobj (Component): The other component to check collision with.if (component.crashWith(otherComponent)) {
console.log("Collision detected!");
}
The Sound class handles audio playback.
sound: The audio element used for playback.play(): Plays the sound.
let sound = new Sound("path/to/sound.mp3");
sound.play();
stop(): Stops the sound.
sound.stop();
The Move object contains various movement and transformation methods.
backward(id, steps): Moves the component backward.
id (Component): The component to move.steps (number): The number of steps to move backward.move.backward(component, 5);
teleport(id, x, y): Teleports the component to the specified coordinates.
id (Component): The component to teleport.x (number): The x-coordinate to teleport to.y (number): The y-coordinate to teleport to.move.teleport(component, 100, 100);
setX(id, x): Sets the component's x-coordinate.
id (Component): The component to set the x-coordinate for.x (number): The x-coordinate to set.move.setX(component, 200);
setY(id, y): Sets the component's y-coordinate.
id (Component): The component to set the y-coordinate for.y (number): The y-coordinate to set.move.setY(component, 150);
stamp(id): Creates a stamped copy of the component.
id (Component): The component to stamp.let stampedComponent = move.stamp(component);
display.add(stampedComponent);
circle(id, speed): Moves the component in a circular path.
id (Component): The component to move.speed (number): The speed of the circular movement.move.circle(component, 5);
dot(id): Draws a dot at the component's position.
id (Component): The component to draw a dot for.move.dot(component);
clearStamp(id): Clears the stamped component.
id (Component): The component to clear the stamp for.move.clearStamp(component);
turnLeft(id, steps): Rotates the component to the left.
id (Component): The component to rotate.steps (number): The number of steps to rotate left.move.turnLeft(component, 5);
turnRight(id, steps): Rotates the component to the right.
id (Component): The component to rotate.steps (number): The number of steps to rotate right.move.turnRight(component, 5);
bound(id): Keeps the component within the canvas bounds.
id (Component): The component to bound.move.bound(component);
hitObject(id, otherid): Checks if the component hits another object.
id (Component): The component to check for collision.otherid (Component): The other component to check collision with.// Create two components
let component1 = new Component(50, 50, "blue", 100, 100, "rectangle");
let component2 = new Component(50, 50, "green", 150, 150, "rectangle");
// Add components to the display
display.add(component1);
display.add(component2);
// Check if the components collide
if (move.hitObject(component1, component2)) {
console.log("Collision detected!");
}
The Move object contains various movement and transformation methods.
backward(id, steps): Moves the component backward.
id (Component): The component to move.steps (number): The number of steps to move backward.move.backward(component, 5);
teleport(id, x, y): Teleports the component to the specified coordinates.
id (Component): The component to teleport.x (number): The x-coordinate to teleport to.y (number): The y-coordinate to teleport to.move.teleport(component, 100, 100);
setX(id, x): Sets the component's x-coordinate.
id (Component): The component to set the x-coordinate for.x (number): The x-coordinate to set.move.setX(component, 200);
setY(id, y): Sets the component's y-coordinate.
id (Component): The component to set the y-coordinate for.y (number): The y-coordinate to set.move.setY(component, 150);
stamp(id): Creates a stamped copy of the component.
id (Component): The component to stamp.let stampedComponent = move.stamp(component);
display.add(stampedComponent);
circle(id, speed): Moves the component in a circular path.
id (Component): The component to move.speed (number): The speed of the circular movement.move.circle(component, 5);
dot(id): Draws a dot at the component's position.
id (Component): The component to draw a dot for.move.dot(component);
clearStamp(id): Clears the stamped component.
id (Component): The component to clear the stamp for.move.clearStamp(component);
turnLeft(id, steps): Rotates the component to the left.
id (Component): The component to rotate.steps (number): The number of steps to rotate left.move.turnLeft(component, 5);
turnRight(id, steps): Rotates the component to the right.
id (Component): The component to rotate.steps (number): The number of steps to rotate right.move.turnRight(component, 5);
bound(id): Keeps the component within the canvas bounds.
id (Component): The component to bound.move.bound(component);
hitObject(id, otherid): Checks if the component hits another object.
id (Component): The component to check for collision.otherid (Component): The other component to check collision with.if (move.hitObject(component, otherComponent)) {
console.log("Collision detected!");
}
glideX(id, t, x): Glides the component horizontally.
id (Component): The component to glide.t (number): The time duration for the glide.x (number): The x-coordinate to glide to.move.glideX(component, 3, 400);
glideY(id, t, y): Glides the component vertically.
id (Component): The component to glide.t (number): The time duration for the glide.y (number): The y-coordinate to glide to.move.glideY(component, 3, 300);
glideTo(id, t, x, y): Glides the component to the specified coordinates.
id (Component): The component to glide.t (number): The time duration for the glide.x (number): The x-coordinate to glide to.y (number): The y-coordinate to glide to.move.glideTo(component, 3, 400, 300);
project(id, initialVelocity, angle, gravity): Projects the component into the air.
id (Component): The component to project.initialVelocity (number): The initial velocity of the projection.angle (number): The angle of the projection in degrees.gravity (number): The gravity effect on the projection.move.project(component, 10, 45, 0.5);
pointTo(id, targetX, targetY): Points the component towards the specified coordinates.
id (Component): The component to point.targetX (number): The x-coordinate to point to.targetY (number): The y-coordinate to point to.move.pointTo(component, 200, 300);
The State object contains methods for retrieving the state of components.
distance(id, otherid): Calculates the distance between two components.
id (Component): The first component.otherid (Component): The second component.let dist = state.distance(component1, component2);
console.log("Distance:", dist);
rect(id): Returns the component's rectangle (x, y, width, height).
id (Component): The component to get the rectangle for.let rect = state.rect(component);
console.log("Rectangle:", rect);
physics(id): Returns whether the component has physics enabled.
id (Component): The component to check.let hasPhysics = state.physics(component);
console.log("Physics enabled:", hasPhysics);
changeAngle(id): Returns whether the component's angle changes.
id (Component): The component to check.let angleChanges = state.changeAngle(component);
console.log("Angle changes:", angleChanges);
angle(id): Returns the component's angle.
id (Component): The component to get the angle for.let angle = state.angle(component);
console.log("Angle:", angle);
pos(id): Returns the component's position as a string.
id (Component): The component to get the position for.let pos = state.pos(component);
console.log("Position:", pos);
The Sprite class handles animated sprites, allowing for frame-based animation.
image: The image object used for the sprite.frameWidth: The width of each frame in the sprite sheet.frameHeight: The height of each frame in the sprite sheet.frameCount: The total number of frames in the sprite sheet.frameSpeed: The speed at which the frames are updated.currentFrame: The current frame being displayed.frameTimer: A timer to control frame updates.update(): Updates the current frame based on the frame speed.
sprite.update();
draw(ctx, x, y): Draws the current frame of the sprite at the specified coordinates.
ctx (CanvasRenderingContext2D): The 2D rendering context of the canvas.x (number): The x-coordinate to draw the sprite at.y (number): The y-coordinate to draw the sprite at.sprite.draw(display.context, 100, 100);
Here are some examples to help you get started:
let display = new Display();
display.start(800, 600);
display.borderStyle("solid");
display.borderColor("black");
let component = new Component(50, 50, "red", 100, 100, "rectangle");
display.add(component);
move.glideTo(component, 3, 400, 300);
let sound = new Sound("path/to/sound.mp3");
sound.play();
let component1 = new Component(50, 50, "blue", 200, 200, "rectangle");
let component2 = new Component(50, 50, "green", 250, 250, "rectangle");
display.add(component1);
display.add(component2);
if (move.checkCollision(component1, component2)) {
console.log("Collision detected!");
}
let spriteImage = new Image();
spriteImage.src = "path/to/sprite.png";
let sprite = new Sprite(spriteImage, 64, 64, 4, 10);
function update() {
sprite.update();
sprite.draw(display.context, 100, 100);
}
display.add({ update });
If you're new to game development, this section will guide you through the basics of using TCJSgame.js.
First, create a new HTML file and include the TCJSgame.js scripts:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>My First Game</title>
<script src="/jgme/tcjsgame.js"></script>
<script src="/jgme/tcjsgame_more.js"></script>
</head>
<body>
<script>
// Your game code will go here
</script>
</body>
</html>
Next, create a display for your game:
let display = new Display();
display.start(800, 600);
display.borderStyle("solid");
display.borderColor("black");
Now, add a component to the display:
let component = new Component(50, 50, "red", 100, 100, "rectangle");
display.add(component);
To move the component, use the following code:
move.glideTo(component, 3, 400, 300);
Finally, create an update function to run your game:
function update() {
// Update your game logic here
}
display.update = update;
Change the background color of the canvas:
display.backgroundColor("lightblue");
Add multiple components to the display:
let component1 = new Component(50, 50, "blue", 200, 200, "rectangle");
let component2 = new Component(50, 50, "green", 300, 300, "rectangle");
display.add(component1);
display.add(component2);
Move multiple components independently:
move.glideTo(component1, 3, 400, 300);
move.glideTo(component2, 3, 100, 100);
Rotate a component to a specific angle:
move.turnRight(component, 45);
Add a click event to a component:
component.clicked = function() {
alert("Component clicked!");
};
Play a sound when a component is clicked:
let sound = new Sound("path/to/sound.mp3");
component.clicked = function() {
sound.play();
};
Check for collisions between two components:
if (move.checkCollision(component1, component2)) {
console.log("Collision detected!");
}
This section is for those who have a basic understanding of TCJSgame.js and want to explore more advanced features and techniques.
Create a custom component with additional properties and methods:
class CustomComponent extends Component {
letructor(width, height, color, x, y, type) {
super(width, height, color, x, y, type);
this.customProperty = "value";
}
customMethod() {
console.log("Custom method called!");
}
update(ctx) {
super.update(ctx);
// Add custom rendering logic here
}
}
let customComponent = new CustomComponent(50, 50, "purple", 150, 150, "rectangle");
display.add(customComponent);
customComponent.customMethod();
Add gravity to a component to simulate falling:
component.gravity = 0.1;
component.gravitySpeed = 0;
function update() {
component.gravitySpeed += component.gravity;
component.y += component.gravitySpeed;
component.hitBottom();
}
display.update = update;
Animate a component by changing its properties over time:
let angle = 0;
function update() {
angle += 1;
component.x = 100 + 50 * Math.cos(angle * Math.PI / 180);
component.y = 100 + 50 * Math.sin(angle * Math.PI / 180);
}
display.update = update;
Move a component using keyboard input:
window.addEventListener("keydown", function(e) {
switcjsh (e.key) {
case "ArrowUp":
component.y -= 5;
break;
case "ArrowDown":
component.y += 5;
break;
case "ArrowLeft":
component.x -= 5;
break;
case "ArrowRight":
component.x += 5;
break;
}
});
Create a simple particle system for effects like explosions:
class Particle extends Component {
letructor(x, y) {
super(5, 5, "yellow", x, y, "rectangle");
this.speedX = Math.random() * 2 - 1;
this.speedY = Math.random() * 2 - 1;
this.life = 100;
}
update(ctx) {
this.x += this.speedX;
this.y += this.speedY;
this.life -= 1;
if (this.life <= 0) {
display.comm.splice(display.comm.indexOf(this), 1);
}
super.update(ctx);
}
}
function createExplosion(x, y) {
for (let i = 0; i < 50; i++) {
let particle = new Particle(x, y);
display.add(particle);
}
}
createExplosion(200, 200);
Detect and respond to collisions between components:
function update() {
if (move.checkCollision(component1, component2)) {
component1.color = "red";
component2.color = "red";
} else {
component1.color = "blue";
component2.color = "green";
}
}
display.update = update;
Implement a basic game loop to update and render your game:
function gameLoop() {
display.clear();
update();
display.comm.forEach(component => component.update(display.context));
requestAnimationFrame(gameLoop);
}
gameLoop();
This section is for those who have a solid understanding of TCJSgame.js and want to explore more advanced features and techniques.
Integrate a basic physics engine for realistic movement and collisions:
class PhysicsComponent extends Component {
letructor(width, height, color, x, y, type) {
super(width, height, color, x, y, type);
this.velocityX = 0;
this.velocityY = 0;
this.accelerationX = 0;
this.accelerationY = 0;
}
update(ctx) {
this.velocityX += this.accelerationX;
this.velocityY += this.accelerationY;
this.x += this.velocityX;
this.y += this.velocityY;
super.update(ctx);
}
}
let physicsComponent = new PhysicsComponent(50, 50, "orange", 100, 100, "rectangle");
physicsComponent.accelerationY = 0.1; // Gravity
display.add(physicsComponent);
Implement a tile-based map for your game:
let tileSize = 32;
let map = [
[0, 1, 0, 0, 0],
[0, 1, 0, 1, 0],
[0, 0, 0, 1, 0],
[1, 1, 0, 1, 0],
[0, 0, 0, 0, 0]
];
function drawMap() {
for (let row = 0; row < map.length; row++) {
for (let col = 0; col < map[row].length; col++) {
if (map[row][col] === 1) {
let tile = new Component(tileSize, tileSize, "gray", col * tileSize, row * tileSize, "rectangle");
display.add(tile);
}
}
}
}
drawMap();
Add pathfinding to navigate complex environments:
function findPath(start, goal) {
let openSet = [start];
let cameFrom = new Map();
let gScore = new Map();
let fScore = new Map();
gScore.set(start, 0);
fScore.set(start, heuristic(start, goal));
while (openSet.length > 0) {
let current = openSet.reduce((a, b) => fScore.get(a) < fScore.get(b) ? a : b);
if (current === goal) {
return reletructPath(cameFrom, current);
}
openSet.splice(openSet.indexOf(current), 1);
for (let neighbor of getNeighbors(current)) {
let tentativeGScore = gScore.get(current) + distance(current, neighbor);
if (tentativeGScore < (gScore.get(neighbor) || Infinity)) {
cameFrom.set(neighbor, current);
gScore.set(neighbor, tentativeGScore);
fScore.set(neighbor, gScore.get(neighbor) + heuristic(neighbor, goal));
if (!openSet.includes(neighbor)) {
openSet.push(neighbor);
}
}
}
}
return null;
}
function heuristic(a, b) {
return Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
}
function reletructPath(cameFrom, current) {
let path = [current];
while (cameFrom.has(current)) {
current = cameFrom.get(current);
path.unshift(current);
}
return path;
}
function getNeighbors(node) {
// Implement this function to return the neighbors of a node
}
function distance(a, b) {
return Math.sqrt(Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2));
}
Implement a simple game menu with buttons:
class Button extends Component {
letructor(width, height, color, x, y, text) {
super(width, height, color, x, y, "rectangle");
this.text = text;
}
update(ctx) {
super.update(ctx);
ctx.fillStyle = "black";
ctx.font = "20px Arial";
ctx.fillText(this.text, this.x + 10, this.y + 30);
}
clicked() {
alert(this.text + " button clicked!");
}
}
let startButton = new Button(100, 50, "lightgreen", 150, 200, "Start");
let optionsButton = new Button(100, 50, "lightblue", 150, 300, "Options");
display.add(startButton);
display.add(optionsButton);
window.addEventListener("click", function(e) {
if (startButton.clicked()) {
startButton.clicked();
} else if (optionsButton.clicked()) {
optionsButton.clicked();
}
});
Add a health bar to a component:
class HealthComponent extends Component {
letructor(width, height, color, x, y, type) {
super(width, height, color, x, y, type);
this.health = 100;
}
update(ctx) {
super.update(ctx);
ctx.fillStyle = "red";
ctx.fillRect(this.x, this.y - 10, this.width * (this.health / 100), 5);
}
}
let healthComponent = new HealthComponent(50, 50, "blue", 200, 200, "rectangle");
display.add(healthComponent);
function update() {
healthComponent.health -= 0.1; // Decrease health over time
}
display.update = update;
Implement basic multiplayer functionality using WebSockets:
let socket = new WebSocket("ws://yourserver.com");
socket.onopen = function() {
console.log("Connected to server");
};
socket.onmessage = function(event) {
let data = JSON.parse(event.data);
// Update game state based on received data
};
function sendUpdate() {
let data = {
x: component.x,
y: component.y
};
socket.send(JSON.stringify(data));
}
function update() {
// Update game logic
sendUpdate();
}
display.update = update;
Build a simple level editor to design game levels:
class LevelEditor {
letructor() {
this.tiles = [];
}
addTile(x, y) {
let tile = new Component(tileSize, tileSize, "gray", x, y, "rectangle");
this.tiles.push(tile);
display.add(tile);
}
saveLevel() {
let levelData = this.tiles.map(tile => ({ x: tile.x, y: tile.y }));
localStorage.setItem("level", JSON.stringify(levelData));
}
loadLevel() {
let levelData = JSON.parse(localStorage.getItem("level"));
if (levelData) {
levelData.forEach(data => this.addTile(data.x, data.y));
}
}
}
let levelEditor = new LevelEditor();
levelEditor.loadLevel();
window.addEventListener("click", function(e) {
let x = Math.floor(e.pageX / tileSize) * tileSize;
let y = Math.floor(e.pageY / tileSize) * tileSize;
levelEditor.addTile(x, y);
});
document.getElementById("saveButton").addEventListener("click", function() {
levelEditor.saveLevel();
});
This section provides examples of classic games implemented using TCJSgame.js.
Recreate the classic Dino Game where the player controls a dinosaur that jumps over obstacles:
class Dino extends Component {
letructor(width, height, color, x, y) {
super(width, height, color, x, y, "rectangle");
this.gravity = 0.5;
this.gravitySpeed = 0;
this.jumpPower = -10;
}
jump() {
this.gravitySpeed = this.jumpPower;
}
update(ctx) {
this.gravitySpeed += this.gravity;
this.y += this.gravitySpeed;
if (this.y > display.canvas.height - this.height) {
this.y = display.canvas.height - this.height;
this.gravitySpeed = 0;
}
super.update(ctx);
}
}
class Obstacle extends Component {
letructor(width, height, color, x, y) {
super(width, height, color, x, y, "rectangle");
this.speedX = -5;
}
update(ctx) {
this.x += this.speedX;
if (this.x < 0) {
this.x = display.canvas.width;
}
super.update(ctx);
}
}
let dino = new Dino(50, 50, "green", 50, display.canvas.height - 50);
let obstacles = [new Obstacle(20, 50, "red", 300, display.canvas.height - 50)];
display.add(dino);
obstacles.forEach(obstacle => display.add(obstacle));
window.addEventListener("keydown", function(e) {
if (e.key === " ") {
dino.jump();
}
});
function update() {
obstacles.forEach(obstacle => {
if (move.checkCollision(dino, obstacle)) {
alert("Game Over!");
window.location.reload();
}
});
}
display.update = update;
Implement the classic Snake Game where the player controls a snake that grows longer as it eats food:
class Snake {
letructor() {
this.body = [{ x: 10, y: 10 }];
this.direction = "right";
this.food = this.generateFood();
}
generateFood() {
return { x: Math.floor(Math.random() * 20), y: Math.floor(Math.random() * 20) };
}
move() {
let head = { ...this.body[0] };
switcjsh (this.direction) {
case "right":
head.x += 1;
break;
case "left":
head.x -= 1;
break;
case "up":
head.y -= 1;
break;
case "down":
head.y += 1;
break;
}
this.body.unshift(head);
if (head.x === this.food.x && head.y === this.food.y) {
this.food = this.generateFood();
} else {
this.body.pop();
}
}
changeDirection(newDirection) {
this.direction = newDirection;
}
checkCollision() {
let head = this.body[0];
for (let i = 1; i < this.body.length; i++) {
if (head.x === this.body[i].x && head.y === this.body[i].y) {
return true;
}
}
return false;
}
draw(ctx) {
ctx.fillStyle = "green";
this.body.forEach(segment => {
ctx.fillRect(segment.x * 20, segment.y * 20, 20, 20);
});
ctx.fillStyle = "red";
ctx.fillRect(this.food.x * 20, this.food.y * 20, 20, 20);
}
}
let snake = new Snake();
window.addEventListener("keydown", function(e) {
switcjsh (e.key) {
case "ArrowUp":
snake.changeDirection("up");
break;
case "ArrowDown":
snake.changeDirection("down");
break;
case "ArrowLeft":
snake.changeDirection("left");
break;
case "ArrowRight":
snake.changeDirection("right");
break;
}
});
function update() {
snake.move();
if (snake.checkCollision()) {
alert("Game Over!");
window.location.reload();
}
}
function draw() {
display.clear();
snake.draw(display.context);
}
function gameLoop() {
update();
draw();
requestAnimationFrame(gameLoop);
}
gameLoop();
Create a simple Tic-Tac-Toe game where two players take turns marking X and O on a 3x3 grid:
class TicTacToe {
letructor() {
this.board = [
["", "", ""],
["", "", ""],
["", "", ""]
];
this.currentPlayer = "X";
}
makeMove(x, y) {
if (this.board[y][x] === "") {
this.board[y][x] = this.currentPlayer;
this.currentPlayer = this.currentPlayer === "X" ? "O" : "X";
}
}
checkWinner() {
let winningCombinations = [
[[0, 0], [0, 1], [0, 2]],
[[1, 0], [1, 1], [1, 2]],
[[2, 0], [2, 1], [2, 2]],
[[0, 0], [1, 0], [2, 0]],
[[0, 1], [1, 1], [2, 1]],
[[0, 2], [1, 2], [2, 2]],
[[0, 0], [1, 1], [2, 2]],
[[0, 2], [1, 1], [2, 0]]
];
for (let combination of winningCombinations) {
let [a, b, c] = combination;
if (this.board[a[1]][a[0]] && this.board[a[1]][a[0]] === this.board[b[1]][b[0]] && this.board[a[1]][a[0]] === this.board[c[1]][c[0]]) {
return this.board[a[1]][a[0]];
}
}
return null;
}
draw(ctx) {
ctx.clearRect(0, 0, display.canvas.width, display.canvas.height);
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
for (let i = 1; i < 3; i++) {
ctx.beginPath();
ctx.moveTo(i * 100, 0);
ctx.lineTo(i * 100, 300);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(0, i * 100);
ctx.lineTo(300, i * 100);
ctx.stroke();
}
for (let y = 0; y < 3; y++) {
for (let x = 0; x < 3; x++) {
if (this.board[y][x]) {
ctx.font = "80px Arial";
ctx.fillText(this.board[y][x], x * 100 + 20, y * 100 + 80);
}
}
}
}
}
let ticTacToe = new TicTacToe();
display.canvas.addEventListener("click", function(e) {
let x = Math.floor(e.offsetX / 100);
let y = Math.floor(e.offsetY / 100);
ticTacToe.makeMove(x, y);
let winner = ticTacToe.checkWinner();
if (winner) {
alert(winner + " wins!");
window.location.reload();
}
});
function gameLoop() {
ticTacToe.draw(display.context);
requestAnimationFrame(gameLoop);
}
gameLoop();
A: Use the display.add(component) method to add a new component.
A: Create a new Sound object and call the play() method.
A: Use the move.circle(id, speed) method to move the component in a circular path.
A: Use the move.checkCollision(id1, id2) method to check for collisions between two components.
A: Create a Sprite object and use the update() and draw(ctx, x, y) methods to animate it.