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Speed up moving arrows in canvas


Capture HTML Canvas as gif/jpg/png/pdf?How to move an element into another element?Binding arrow keys in JS/jQueryHow to clear the canvas for redrawingUsing HTML5/Canvas/JavaScript to take in-browser screenshotsJavaScript numbers to WordsDetecting arrow key presses in JavaScriptHTML5 Canvas vs. SVG vs. divECMAScript 6 arrow function that returns an objectAre 'Arrow Functions' and 'Functions' equivalent / exchangeable?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








0















I am trying to speed up some moving arrow images that are moving horisontally across a canvas. I have made an array that temporarily saves classes with the arrows 'properties'. The moment before the last arrow in the array comes out, I add another.



When our combo count hits a number x, I want the speed to change. But when i do that no new arrows gets added to the array. I think the reason for this might be that when i change the speed, the x value for the last arrow does not match up with the check and therefore no new arrow is added to the array.(but I'm not sure)



Layout:



Illustration 1




var combo = 0;
var counter = 1;
var totalscore = 0;
var arrows = [];

buttonStart.onclick = function()

combo = 0;
counter = 1;
totalscore = 0;
arrows = [];

for(var i= 0; i<10; i++)
arrows.push(new ARR(counter));
arrows[i].x = i*(-275)-arrows[i].width;
;

intervall = setInterval(moveArrow, 1);
;



//ArrowClass
function ARR(speed)
this.width = 50;
this.x = 0 - this.width;
this.y = 85;
this.speed = speed;
this.code = Math.floor(Math.random()*(40-37+1)+37);
;


function drawArrows()
ctz.clearRect(0,0, width, height);

for(var i = 0; i<arrows.length; i++)
if(arrows[i].code == 37)
ctz.drawImage(pilHoyre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

;
if(arrows[i].code == 38)
ctz.drawImage(pilOpp, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

;
if(arrows[i].code == 39)
ctz.drawImage(pilVenstre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

;
if(arrows[i].code == 40)
ctz.drawImage(pilNed, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

;

;




function moveArrow()

//Adds a new arrow right before the last one pops up
if( arrows[arrows.length-1].x == -arrows[0].width)
arrows.push(new ARR(counter));
arrows[arrows.length-1].x = arrows[arrows.length-2].x - 275;
;

if(arrows[0].x >= width)
if(hit == false)
totalscore += miss;
;

arrows.splice(0,1);

;


//gives arrows a new position
for(var i = 0; i < arrows.length; i++)
arrows[i].x += arrows[i].speed;
;

drawArrows();
;

//points
var miss = -3;
var perfect = 10;
var great = 5;
var good = 1;

//OnKeyDown delay
var movelistener = null;

function delaytimer()
movelistener += 1;
return movelistener;
;



document.onkeydown = function(event)
totalScore.innerHTML = "";

//Onkeydown Delay
if( movelistener === null )
movelistener = setInterval(delaytimer, 1);
else if ( movelistener <= 200 )
text(totalscore, combo);
return;
else
movelistener = null;
;



//User click wrong button
if( event.keyCode !== arrows[0].code )
totalscore += miss;


else if ( event.keyCode == arrows[0].code ) arrows[0].x < 600) && (arrows[0].x >= 586-arrows[0].width) )

totalscore += good;
combo = 0;

else
totalscore += miss;
;
;
;









share|improve this question
































    0















    I am trying to speed up some moving arrow images that are moving horisontally across a canvas. I have made an array that temporarily saves classes with the arrows 'properties'. The moment before the last arrow in the array comes out, I add another.



    When our combo count hits a number x, I want the speed to change. But when i do that no new arrows gets added to the array. I think the reason for this might be that when i change the speed, the x value for the last arrow does not match up with the check and therefore no new arrow is added to the array.(but I'm not sure)



    Layout:



    Illustration 1




    var combo = 0;
    var counter = 1;
    var totalscore = 0;
    var arrows = [];

    buttonStart.onclick = function()

    combo = 0;
    counter = 1;
    totalscore = 0;
    arrows = [];

    for(var i= 0; i<10; i++)
    arrows.push(new ARR(counter));
    arrows[i].x = i*(-275)-arrows[i].width;
    ;

    intervall = setInterval(moveArrow, 1);
    ;



    //ArrowClass
    function ARR(speed)
    this.width = 50;
    this.x = 0 - this.width;
    this.y = 85;
    this.speed = speed;
    this.code = Math.floor(Math.random()*(40-37+1)+37);
    ;


    function drawArrows()
    ctz.clearRect(0,0, width, height);

    for(var i = 0; i<arrows.length; i++)
    if(arrows[i].code == 37)
    ctz.drawImage(pilHoyre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

    ;
    if(arrows[i].code == 38)
    ctz.drawImage(pilOpp, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

    ;
    if(arrows[i].code == 39)
    ctz.drawImage(pilVenstre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

    ;
    if(arrows[i].code == 40)
    ctz.drawImage(pilNed, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

    ;

    ;




    function moveArrow()

    //Adds a new arrow right before the last one pops up
    if( arrows[arrows.length-1].x == -arrows[0].width)
    arrows.push(new ARR(counter));
    arrows[arrows.length-1].x = arrows[arrows.length-2].x - 275;
    ;

    if(arrows[0].x >= width)
    if(hit == false)
    totalscore += miss;
    ;

    arrows.splice(0,1);

    ;


    //gives arrows a new position
    for(var i = 0; i < arrows.length; i++)
    arrows[i].x += arrows[i].speed;
    ;

    drawArrows();
    ;

    //points
    var miss = -3;
    var perfect = 10;
    var great = 5;
    var good = 1;

    //OnKeyDown delay
    var movelistener = null;

    function delaytimer()
    movelistener += 1;
    return movelistener;
    ;



    document.onkeydown = function(event)
    totalScore.innerHTML = "";

    //Onkeydown Delay
    if( movelistener === null )
    movelistener = setInterval(delaytimer, 1);
    else if ( movelistener <= 200 )
    text(totalscore, combo);
    return;
    else
    movelistener = null;
    ;



    //User click wrong button
    if( event.keyCode !== arrows[0].code )
    totalscore += miss;


    else if ( event.keyCode == arrows[0].code ) arrows[0].x < 600) && (arrows[0].x >= 586-arrows[0].width) )

    totalscore += good;
    combo = 0;

    else
    totalscore += miss;
    ;
    ;
    ;









    share|improve this question




























      0












      0








      0








      I am trying to speed up some moving arrow images that are moving horisontally across a canvas. I have made an array that temporarily saves classes with the arrows 'properties'. The moment before the last arrow in the array comes out, I add another.



      When our combo count hits a number x, I want the speed to change. But when i do that no new arrows gets added to the array. I think the reason for this might be that when i change the speed, the x value for the last arrow does not match up with the check and therefore no new arrow is added to the array.(but I'm not sure)



      Layout:



      Illustration 1




      var combo = 0;
      var counter = 1;
      var totalscore = 0;
      var arrows = [];

      buttonStart.onclick = function()

      combo = 0;
      counter = 1;
      totalscore = 0;
      arrows = [];

      for(var i= 0; i<10; i++)
      arrows.push(new ARR(counter));
      arrows[i].x = i*(-275)-arrows[i].width;
      ;

      intervall = setInterval(moveArrow, 1);
      ;



      //ArrowClass
      function ARR(speed)
      this.width = 50;
      this.x = 0 - this.width;
      this.y = 85;
      this.speed = speed;
      this.code = Math.floor(Math.random()*(40-37+1)+37);
      ;


      function drawArrows()
      ctz.clearRect(0,0, width, height);

      for(var i = 0; i<arrows.length; i++)
      if(arrows[i].code == 37)
      ctz.drawImage(pilHoyre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;
      if(arrows[i].code == 38)
      ctz.drawImage(pilOpp, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;
      if(arrows[i].code == 39)
      ctz.drawImage(pilVenstre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;
      if(arrows[i].code == 40)
      ctz.drawImage(pilNed, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;

      ;




      function moveArrow()

      //Adds a new arrow right before the last one pops up
      if( arrows[arrows.length-1].x == -arrows[0].width)
      arrows.push(new ARR(counter));
      arrows[arrows.length-1].x = arrows[arrows.length-2].x - 275;
      ;

      if(arrows[0].x >= width)
      if(hit == false)
      totalscore += miss;
      ;

      arrows.splice(0,1);

      ;


      //gives arrows a new position
      for(var i = 0; i < arrows.length; i++)
      arrows[i].x += arrows[i].speed;
      ;

      drawArrows();
      ;

      //points
      var miss = -3;
      var perfect = 10;
      var great = 5;
      var good = 1;

      //OnKeyDown delay
      var movelistener = null;

      function delaytimer()
      movelistener += 1;
      return movelistener;
      ;



      document.onkeydown = function(event)
      totalScore.innerHTML = "";

      //Onkeydown Delay
      if( movelistener === null )
      movelistener = setInterval(delaytimer, 1);
      else if ( movelistener <= 200 )
      text(totalscore, combo);
      return;
      else
      movelistener = null;
      ;



      //User click wrong button
      if( event.keyCode !== arrows[0].code )
      totalscore += miss;


      else if ( event.keyCode == arrows[0].code ) arrows[0].x < 600) && (arrows[0].x >= 586-arrows[0].width) )

      totalscore += good;
      combo = 0;

      else
      totalscore += miss;
      ;
      ;
      ;









      share|improve this question
















      I am trying to speed up some moving arrow images that are moving horisontally across a canvas. I have made an array that temporarily saves classes with the arrows 'properties'. The moment before the last arrow in the array comes out, I add another.



      When our combo count hits a number x, I want the speed to change. But when i do that no new arrows gets added to the array. I think the reason for this might be that when i change the speed, the x value for the last arrow does not match up with the check and therefore no new arrow is added to the array.(but I'm not sure)



      Layout:



      Illustration 1




      var combo = 0;
      var counter = 1;
      var totalscore = 0;
      var arrows = [];

      buttonStart.onclick = function()

      combo = 0;
      counter = 1;
      totalscore = 0;
      arrows = [];

      for(var i= 0; i<10; i++)
      arrows.push(new ARR(counter));
      arrows[i].x = i*(-275)-arrows[i].width;
      ;

      intervall = setInterval(moveArrow, 1);
      ;



      //ArrowClass
      function ARR(speed)
      this.width = 50;
      this.x = 0 - this.width;
      this.y = 85;
      this.speed = speed;
      this.code = Math.floor(Math.random()*(40-37+1)+37);
      ;


      function drawArrows()
      ctz.clearRect(0,0, width, height);

      for(var i = 0; i<arrows.length; i++)
      if(arrows[i].code == 37)
      ctz.drawImage(pilHoyre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;
      if(arrows[i].code == 38)
      ctz.drawImage(pilOpp, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;
      if(arrows[i].code == 39)
      ctz.drawImage(pilVenstre, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;
      if(arrows[i].code == 40)
      ctz.drawImage(pilNed, arrows[i].x, arrows[i].y, arrows[i].width, arrows[i].width );

      ;

      ;




      function moveArrow()

      //Adds a new arrow right before the last one pops up
      if( arrows[arrows.length-1].x == -arrows[0].width)
      arrows.push(new ARR(counter));
      arrows[arrows.length-1].x = arrows[arrows.length-2].x - 275;
      ;

      if(arrows[0].x >= width)
      if(hit == false)
      totalscore += miss;
      ;

      arrows.splice(0,1);

      ;


      //gives arrows a new position
      for(var i = 0; i < arrows.length; i++)
      arrows[i].x += arrows[i].speed;
      ;

      drawArrows();
      ;

      //points
      var miss = -3;
      var perfect = 10;
      var great = 5;
      var good = 1;

      //OnKeyDown delay
      var movelistener = null;

      function delaytimer()
      movelistener += 1;
      return movelistener;
      ;



      document.onkeydown = function(event)
      totalScore.innerHTML = "";

      //Onkeydown Delay
      if( movelistener === null )
      movelistener = setInterval(delaytimer, 1);
      else if ( movelistener <= 200 )
      text(totalscore, combo);
      return;
      else
      movelistener = null;
      ;



      //User click wrong button
      if( event.keyCode !== arrows[0].code )
      totalscore += miss;


      else if ( event.keyCode == arrows[0].code ) arrows[0].x < 600) && (arrows[0].x >= 586-arrows[0].width) )

      totalscore += good;
      combo = 0;

      else
      totalscore += miss;
      ;
      ;
      ;






      javascript css class animation






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      share|improve this question













      share|improve this question




      share|improve this question








      edited Mar 28 at 20:51







      Meek

















      asked Mar 28 at 19:53









      MeekMeek

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