Hi hasan thanks as always
I get what you’re saying but I just can’t seem to find anything in my code that makes sense a callback
const canvas = document.getElementById("canvas");
const startScreen = document.querySelector(".start-screen");
const checkpointScreen = document.querySelector(".checkpoint-screen");
const checkpointMessage = document.querySelector(".checkpoint-screen > p");
const ctx = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = innerHeight;
const gravity = 0.5;
let isCheckpointCollisionDetectionActive = true;
const proportionalSize = (size) => {
return innerHeight < 500 ? Math.ceil((size / 500) * innerHeight) : size;
}
class Player {
constructor() {
this.position = {
x: proportionalSize(10),
y: proportionalSize(400),
};
this.velocity = {
x: 0,
y: 0,
};
this.width = proportionalSize(40);
this.height = proportionalSize(40);
}
draw() {
ctx.fillStyle = "#99c9ff";
ctx.fillRect(this.position.x, this.position.y, this.width, this.height);
}
update() {
this.draw();
this.position.x += this.velocity.x;
this.position.y += this.velocity.y;
if (this.position.y + this.height + this.velocity.y <= canvas.height) {
if (this.position.y < 0) {
this.position.y = 0;
this.velocity.y = gravity;
}
this.velocity.y += gravity;
} else {
this.velocity.y = 0;
}
if (this.position.x < this.width) {
this.position.x = this.width;
}
if (this.position.x >= canvas.width - this.width * 2) {
this.position.x = canvas.width - this.width * 2;
}
}
}
class Platform {
constructor(x, y) {
this.position = {
x,
y,
};
this.width = 200;
this.height = proportionalSize(40);
}
draw() {
ctx.fillStyle = "#acd157";
ctx.fillRect(this.position.x, this.position.y, this.width, this.height);
}
}
const player = new Player();
const platformPositions = [
{ x: 500, y: proportionalSize(450) },
{ x: 700, y: proportionalSize(400) },
{ x: 850, y: proportionalSize(350) },
{ x: 900, y: proportionalSize(350) },
{ x: 1050, y: proportionalSize(150) },
{ x: 2500, y: proportionalSize(450) },
{ x: 2900, y: proportionalSize(400) },
{ x: 3150, y: proportionalSize(350) },
{ x: 3900, y: proportionalSize(450) },
{ x: 4200, y: proportionalSize(400) },
{ x: 4400, y: proportionalSize(200) },
{ x: 4700, y: proportionalSize(150) },
];
const platforms = platformPositions.map(
(platform) => new Platform(platform.x, platform.y)
);
const animate = () => {
requestAnimationFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
platforms.forEach((platform) => {
platform.draw();
});
player.update();
if (keys.rightKey.pressed && player.position.x < proportionalSize(400)) {
player.velocity.x = 5;
} else if (keys.leftKey.pressed && player.position.x > proportionalSize(100)) {
player.velocity.x = -5;
} else {
player.velocity.x = 0;
if (keys.rightKey.pressed && isCheckpointCollisionDetectionActive) {
platforms.forEach((platform) => {
platform.position.x -= 5;
});
} else if (keys.leftKey.pressed && isCheckpointCollisionDetectionActive) {
platforms.forEach((platform) => {
platform.position.x += 5;
});
}
}
platforms.forEach((platform) => {
const collisionDetectionRules = [
player.position.y + player.height <= platform.position.y,
player.position.y + player.height + player.velocity.y >= platform.position.y,
player.position.x >= platform.position.x - player.width / 2,
player.position.x <=
platform.position.x + platform.width - player.width / 3,
];
if (collisionDetectionRules.every()) => {player.velocity.y = 0;
return}
});
}
const keys = {
rightKey: {
pressed: false
},
leftKey: {
pressed: false
}
};
const movePlayer = (key, xVelocity, isPressed) => {
if (!isCheckpointCollisionDetectionActive) {
player.velocity.x = 0;
player.velocity.y = 0;
return;
}
switch (key) {
case "ArrowLeft":
keys.leftKey.pressed = isPressed;
if (xVelocity === 0) {
player.velocity.x = xVelocity;
}
player.velocity.x -= xVelocity;
break;
case "ArrowUp":
case " ":
case "Spacebar":
player.velocity.y -= 8;
break;
case "ArrowRight":
keys.rightKey.pressed = isPressed;
if (xVelocity === 0) {
player.velocity.x = xVelocity;
}
player.velocity.x += xVelocity;
}
}
const startGame = () => {
canvas.style.display = "block";
startScreen.style.display = "none";
animate();
}
startBtn.addEventListener("click", startGame);
window.addEventListener("keydown", ({ key }) => {
movePlayer(key, 8, true);
});
window.addEventListener("keyup", ({ key }) => {
movePlayer(key, 0, false);
});
This is th totality of the code for this project