I created a script that uses HTML input buttons to move a cat on canvas. Each click moves the cat by 10 pixels in the direction that is clicked (moveUp(); moveDown();moveLeft(); moveRight();). This script works fine for the first 10-20 clicks, but then the cat eventually jumps around or is stuck in one spot.
I have no idea why it behaves in this way. can anyone help?
The program is on jsfiddle, you can test it out
https://jsfiddle.net/rockmanxdi/h2sk2sjz/2/
JavaScript code is hereunder:
let surface=document.getElementById("drawingArea");
let ctx=surface.getContext("2d");
let cor_x;
let cor_y;
/** draw a cat
* input the coordinates x and y for the center of the cat
* does not return, output the drawing only.
*/
let drawCat = function (x, y) {
ctx.save();
ctx.translate(x, y);
ctx.fillText("ฅ(*ΦωΦ*) ฅ", -20,-5);
ctx.restore();
};
let updateCoordinate = function(x_increment,y_increment){
console.log("before:" + cor_x + "/" + cor_y);
cor_x += 10 * x_increment;
cor_y += 10 * y_increment;
console.log("updated:" + cor_x + "/" + cor_y);
};
let moveUp = function (){
updateCoordinate(0,-1);
console.log(cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
let moveLeft = function (){
updateCoordinate(-1,0);
console.log( cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
let moveRight = function (){
updateCoordinate(1,0);
console.log( cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
let moveDown = function (){
updateCoordinate(0,1);
console.log(cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
let reset = function(){
cor_x=surface.width/2.0;
cor_y=surface.height/2.0;
console.log(cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
}
drawCat(200,200);
html body:
<canvas width="400" height="400" id="drawingArea" style="border:solid">cat image</canvas>
<p>
<input type="button" id="resetBtn" value="reset" onclick="reset();" />
</p>
<p>
<input type="button" id="upBtn" value="Up" onclick="moveUp();"/>
</p>
<p>
<input type="button" id="leftBtn" value="Left" onclick="moveLeft();"/>
<input type="button" id="rightBtn" value="Right" onclick="moveRight();"/>
</p>
<p>
<input type="button" id="downBtn" value="Down" onclick="moveDown();"/>
</p>
By the way, I put console.log() inside updateCoordinate(); and move UP/Down/Right/Left(); functions to track the value of the x and y coordinates of the cat. Press F12 to track the value.
1) I replaced only all let to var (everything is working good):
var surface=document.getElementById("drawingArea");
var ctx=surface.getContext("2d");
var cor_x;
var cor_y;
/** draw a cat
* input the coordinates x and y for the center of the cat
* does not return, output the drawing only.
*/
var drawCat = function (x, y) {
ctx.save();
ctx.translate(x, y);
ctx.fillText("ฅ(*ΦωΦ*) ฅ", -20,-5);
ctx.restore();
};
var updateCoordinate = function(x_increment,y_increment){
console.log("before:" + cor_x + "/" + cor_y);
cor_x += 10 * x_increment;
cor_y += 10 * y_increment;
console.log("updated:" + cor_x + "/" + cor_y);
};
var moveUp = function (){
updateCoordinate(0,-1);
console.log(cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
var moveLeft = function (){
updateCoordinate(-1,0);
console.log( cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
var moveRight = function (){
updateCoordinate(1,0);
console.log( cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
var moveDown = function (){
updateCoordinate(0,1);
console.log(cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
};
var reset = function(){
cor_x=surface.width/2.0;
cor_y=surface.height/2.0;
console.log(cor_x + "/" + cor_y );
ctx.clearRect(0,0,surface.width,surface.height);
drawCat(cor_x,cor_y);
}
drawCat(200,200);
<body onload="reset();">
<main>
<!-- place your HTML code within the main -->
<canvas width="400" height="400" id="drawingArea" style="border:solid">cat image</canvas>
<p>
<input type="button" id="resetBtn" value="reset" onclick="reset();" />
</p>
<p>
<input type="button" id="upBtn" value="Up" onclick="moveUp();"/>
</p>
<p>
<input type="button" id="leftBtn" value="Left" onclick="moveLeft();"/>
<input type="button" id="rightBtn" value="Right" onclick="moveRight();"/>
</p>
<p>
<input type="button" id="downBtn" value="Down" onclick="moveDown();"/>
</p>
</main>
</body>
It is bug with let variable:
From console log:
(index):96 before:160/390
(index):99 updated:160/400
(index):126 160/280
Within updateCoordinate: cor_x = 160; cor_y = 400 BUT within moveRight (or moveLeft, moveUp, moveDown) cor_x = 160; cor_y = 280
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