The Essential Guide to HTML5

(Greg DeLong) #1

CANNONBALL AND SL INGSHOT


Code Explanation


this.sheight = sheight; ... sheight


this.draw = drawAnImage; ... draw. This will be the draw method for
objects of this type.


this.moveit = moveball; ... This will be the moveit method. Not used.


} Close Picture function


function drawAnImage() { Header for drawAnImage function


ctx.drawImage(this.img,this.sx,
this.sy,this.swidth,this.sheight);


Draw image using properties of this object

} Closes function


var target = new Picture(targetx,targety,
targetw,targeth,"hill.jpg");


Construct new Picture object and assign to
target variable

var htarget = new Picture(htargetx,
htargety, htargetw, htargeth, "plateau.jpg");


Construct new Picture object and assign to
htarget variable

var ground = new Myrectangle(0,300,
600,30,"rgb(10,250,0)");


Construct new Myrectangle object and assign
to ground

var cannon = new Myrectangle(cannonx,
cannony,cannonlength,cannonht,"rgb(40,40,0)");


Construct new Myrectangle object and assign
to cannon

var targetindex = everything.length; Save what will be the index for target


everything.push([target,false]); Add target to everything


everything.push([ground,false]); Add ground to everything


var ballindex = everything.length; Save what will be the index for cball


everything.push([cball,false]); Add cball to everything


var cannonindex = everything.length; Save what will be the index for cannon


everything.push([cannon,true,0,
cannonx,cannony+cannonht*.5]);


Add cannon to everything; reserve space for
rotation
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