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Posts Tagged ‘terrain’

Creating a Walkable 2D Game Terrain in JavaScript

The Demonstration

This post demonstrates how to program the basic elements of a 2D tiled game with terrain images. This is an update to my prior post with terrain images added, along with an image for our game character. You can try out the demo, by left-clicking this link and then using the arrow keys to move around.

The Code

Most of this code was explained already in my prior post; so, I will explain the minor changes that have been made, beginning with the HTML file. In the HTML file, I have changed the 25 div elements to img elements so that they can hold images. I have also added an additional img element to hold the character image at the end of the background div.

Inside the JavaScript File, I have added variables to hold the terrain images and adapted the functions to use these images. At the top of the file, there are four new variables declared to hold the images for the terrain types: grass, forest, water, and bushes. In the Initialize() function, we allocate and set these terrain image variables. The function GetRandomTerrain() has been changed from the prior GetRandomColor() function to return an image object rather than a color. The FillBoard() function has been changed from the prior ColorBoard() function so that it now returns a null image for squares outside of the map; this has the effect of leaving these squares medium gray, as defined by the background element. The rest of the changes consist of calling these to functions instead of the prior functions. So, the changes are simple and straightforward.

Again, the HTML code can be put into any file with a .html extension, but the JavaScript file should be named “XoaXGameTerrain2D.js” in order to work with the code as is. Also, you will need 100 pixel by 100 pixel terrain images and a character image, which should be stored in the same folder with the HTML and JavaScript files.

HTML File


<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">

<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">

<head>
<title>XoaX.net's Javascript 2D Game Board Example</title>

<script type="text/javascript" src="XoaXGameTerrain2D.js"></script>
</head>

<body>

<div id="gameboard" style="position:absolute; width:500px; height:500px; background:#aaaaaa; margin:30px;">
<img id="A11" style="left:0px; top:0px; position:absolute; width:100px; height:100px;" />
<img id="A12" style="left:100px; top:0px; position:absolute; width:100px; height:100px;" />
<img id="A13" style="left:200px; top:0px; position:absolute; width:100px; height:100px;" />
<img id="A14" style="left:300px; top:0px; position:absolute; width:100px; height:100px;" />
<img id="A15" style="left:400px; top:0px; position:absolute; width:100px; height:100px;" />

<img id="A21" style="left:0px; top:100px; position:absolute; width:100px; height:100px;" />
<img id="A22" style="left:100px; top:100px; position:absolute; width:100px; height:100px;" />
<img id="A23" style="left:200px; top:100px; position:absolute; width:100px; height:100px;" />
<img id="A24" style="left:300px; top:100px; position:absolute; width:100px; height:100px;" />
<img id="A25" style="left:400px; top:100px; position:absolute; width:100px; height:100px;" />

<img id="A31" style="left:0px; top:200px; position:absolute; width:100px; height:100px;" />
<img id="A32" style="left:100px; top:200px; position:absolute; width:100px; height:100px;" />
<img id="A33" style="left:200px; top:200px; position:absolute; width:100px; height:100px;" />
<img id="A34" style="left:300px; top:200px; position:absolute; width:100px; height:100px;" />
<img id="A35" style="left:400px; top:200px; position:absolute; width:100px; height:100px;" />

<img id="A41" style="left:0px; top:300px; position:absolute; width:100px; height:100px;" />
<img id="A42" style="left:100px; top:300px; position:absolute; width:100px; height:100px;" />
<img id="A43" style="left:200px; top:300px; position:absolute; width:100px; height:100px;" />
<img id="A44" style="left:300px; top:300px; position:absolute; width:100px; height:100px;" />
<img id="A45" style="left:400px; top:300px; position:absolute; width:100px; height:100px;" />

<img id="A51" style="left:0px; top:400px; position:absolute; width:100px; height:100px;" />
<img id="A52" style="left:100px; top:400px; position:absolute; width:100px; height:100px;" />
<img id="A53" style="left:200px; top:400px; position:absolute; width:100px; height:100px;" />
<img id="A54" style="left:300px; top:400px; position:absolute; width:100px; height:100px;" />
<img id="A55" style="left:400px; top:400px; position:absolute; width:100px; height:100px;" />

<img src="Man.png" style="left:200px; top:200px; position:absolute; width:100px; height:100px;" />
</div>

</body>
</html>

JavaScript File


var qpBkdg = null;
var qppBoard = null;
var qppMap = null;
var iLocX = 10;
var iLocY = 10;
var qpGrass = null;
var qpForest = null;
var qpWater = null;
var qpBushes = null;

function KeyHandler(qKeyEvent) {
    var iKeyDown = 0;
    var iLeftArrow = 37;
    var iUpArrow = 38;
    var iRightArrow = 39;
    var iDownArrow = 40;

    if (qKeyEvent) {
        iKeyDown = qKeyEvent.which;
    } else {
        iKeyDown = window.event.keyCode;
    }

    if (iKeyDown === iLeftArrow) {
        if (iLocX > 0) {
            iLocX = iLocX - 1;
        }
    } else if (iKeyDown === iRightArrow) {
        if (iLocX < 19) {
            iLocX = iLocX + 1;
        }
    } else if (iKeyDown === iUpArrow) {
        if (iLocY > 0) {
            iLocY = iLocY - 1;
        }
    } else if (iKeyDown === iDownArrow) {
        if (iLocY < 19) {
            iLocY = iLocY + 1;
        }
    }
    FillBoard();
    return false;
}

function GetRandomTerrain() {
    var iRnd = Math.floor(Math.random()*10);
    switch(iRnd) {
        case 0:
        {
            return qpWater;
        }
        case 1:
        {
            return qpForest;
        }
        case 2:
        {
            return qpBushes;
        }
        default:
        {
            return qpGrass;
        }
    }
}

function FillBoard() {
    for (var iY = iLocY - 2; iY < iLocY + 3; iY++) {
        for (var iX = iLocX - 2; iX < iLocX + 3; iX++) {
            if (iY < 0 || iX < 0 || iY > 19 || iX > 19) {
                qppBoard[iY - iLocY + 2][iX - iLocX + 2].src = null;
            } else {
                qppBoard[iY - iLocY + 2][iX - iLocX + 2].src = qppMap[iY][iX].src;
            }
        }
    }
}

function Initialize() {
    qpGrass = new Image();
    qpGrass.src = "Grass.png"
    qpForest = new Image();
    qpForest.src = "Forest.png"
    qpWater = new Image();
    qpWater.src = "Water.png"
    qpBushes = new Image();
    qpBushes.src = "Bushes.png"

    // Generate map
    qppMap = new Array(20);
    for (var iY = 0; iY < 20; iY++) {
        qppMap[iY] = new Array(20);
        for (var iX = 0; iX < 20; iX++) {
            qppMap[iY][iX] = GetRandomTerrain();
        }
    }

    // Allocate the visible board
    qppBoard = new Array(5);
    for (var iY = 0; iY < 5; iY++) {
        qppBoard[iY] = new Array(5);
        for (var iX = 0; iX < 5; iX++) {
            qppBoard[iY][iX] = document.getElementById('A'+((iY+1)*10+(iX+1)));
        }
    }
    FillBoard();

    document.onkeydown = KeyHandler;
    qpBkdg = document.getElementById('gameboard');
}

window.onload = Initialize;

How to Program a Walkable 2D Game Map in JavaScript

The Demonstration

The basis for many 2D games is a tiled game board that you can navigate by pressing direction keys to walk across it one square at a time. In this post, I will show you how to program the basic elements of this type of game engine. If you want to see the code run, left-click this link and use the arrow keys to walk around the board.

The screen displays a 5×5 board of squares. These squares represent the visible portion of the map. The squares are painted in different shades and colors to represent what would be different types of terrain on the map. The map is a 20×20 block of randomly-generated colors that represent the different terrains. The 5×5 board is centered on a square of the map that represents the character’s position. Squares that lie outside the map are colored black to show that we can not move onto them.

The Code

The code consists of two code files which are shown below: an HTML file and a JavaScript file. The HTML code can be copied into any file with a .html extension while the JavaScript file should be named “XoaXGameBoard2D.js” in order to work with the HTML file as it is written here. The HTML file consists of 25 divs that are 100 pixels by 100 pixels and are contained inside of one large div that is 500 pixels by 500 pixels; this is the game board and the small divs are colored to represent the terrain. The JavaScript file consists of four functions that are used to initialize and update the game board and handle key presses.

The Initialize() function is set to be called when the window is loaded. Once the window is loaded, the first set of for-loops allocates a 20×20 2d array for the qppMap array and fills it with colors via calls to the GetRandomColor() function. After the map is created, the board of visible tiles is allocated as the 2d array qppBoard and the entries are set equal to the 25 small div elements. These elements are colored via the call to the ColorBoard() function. Then we set the function KeyHandler() to be called to handle key down events. and set the variable qpBkdg to hold the large div that holds the whole map.

The function GetRandomColor() returns a color when it is called. The four colors represent different terrains with the green being generated more frequently as the base color–think of it as something like plain grass.

The ColorBoard() function is used to color the board squares initially and after every move that is made. Each color is pulled from the corresponding squares of the map and black is used to represent squares that are off the map. Note that the integers iLocX and iLocY are used to represent the position of the character, which is always located in the center board tile.

To move our character around the map, we use the function KeyHandler() to process key events when an arrow key is pushed. The function uses the four key codes to handle each of the four directional key pushes. To do this, it checks that the move does not take the character off of the map and then adjusts the coordinates of the character’s position: iLocX and iLocY. Once this is done, the board is repainted via the call to ColorBoard().

HTML File


<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">

<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">

<head>
<title>XoaX.net's Javascript 2D Game Board Example</title>

<script type="text/javascript" src="XoaXGameBoard2D.js"></script>
</head>

<body>

<div id="gameboard" style="position:absolute; width:500px; height:500px; background:#aaaaaa; margin:30px;">
<div id="A11" style="left:0px; top:0px; position:absolute; width:100px; height:100px;"></div>
<div id="A12" style="left:100px; top:0px; position:absolute; width:100px; height:100px;"></div>
<div id="A13" style="left:200px; top:0px; position:absolute; width:100px; height:100px;"></div>
<div id="A14" style="left:300px; top:0px; position:absolute; width:100px; height:100px;"></div>
<div id="A15" style="left:400px; top:0px; position:absolute; width:100px; height:100px;"></div>

<div id="A21" style="left:0px; top:100px; position:absolute; width:100px; height:100px;"></div>
<div id="A22" style="left:100px; top:100px; position:absolute; width:100px; height:100px;"></div>
<div id="A23" style="left:200px; top:100px; position:absolute; width:100px; height:100px;"></div>
<div id="A24" style="left:300px; top:100px; position:absolute; width:100px; height:100px;"></div>
<div id="A25" style="left:400px; top:100px; position:absolute; width:100px; height:100px;"></div>

<div id="A31" style="left:0px; top:200px; position:absolute; width:100px; height:100px;"></div>
<div id="A32" style="left:100px; top:200px; position:absolute; width:100px; height:100px;"></div>
<div id="A33" style="left:200px; top:200px; position:absolute; width:100px; height:100px;"></div>
<div id="A34" style="left:300px; top:200px; position:absolute; width:100px; height:100px;"></div>
<div id="A35" style="left:400px; top:200px; position:absolute; width:100px; height:100px;"></div>

<div id="A41" style="left:0px; top:300px; position:absolute; width:100px; height:100px;"></div>
<div id="A42" style="left:100px; top:300px; position:absolute; width:100px; height:100px;"></div>
<div id="A43" style="left:200px; top:300px; position:absolute; width:100px; height:100px;"></div>
<div id="A44" style="left:300px; top:300px; position:absolute; width:100px; height:100px;"></div>
<div id="A45" style="left:400px; top:300px; position:absolute; width:100px; height:100px;"></div>

<div id="A51" style="left:0px; top:400px; position:absolute; width:100px; height:100px;"></div>
<div id="A52" style="left:100px; top:400px; position:absolute; width:100px; height:100px;"></div>
<div id="A53" style="left:200px; top:400px; position:absolute; width:100px; height:100px;"></div>
<div id="A54" style="left:300px; top:400px; position:absolute; width:100px; height:100px;"></div>
<div id="A55" style="left:400px; top:400px; position:absolute; width:100px; height:100px;"></div>
</div>

</body>
</html>

JavaScript File


var qpBkdg = null;
var qppBoard = null;
var qppMap = null;
var iLocX = 10;
var iLocY = 10;

function KeyHandler(qKeyEvent) {
    var iKeyDown = 0;
    var iLeftArrow = 37;
    var iUpArrow = 38;
    var iRightArrow = 39;
    var iDownArrow = 40;

    if (qKeyEvent) {
        iKeyDown = qKeyEvent.which;
    } else {
        iKeyDown = window.event.keyCode;
    }

    if (iKeyDown === iLeftArrow) {
        if (iLocX > 0) {
            iLocX = iLocX - 1;
        }
    } else if (iKeyDown === iRightArrow) {
        if (iLocX < 19) {
            iLocX = iLocX + 1;
        }
    } else if (iKeyDown === iUpArrow) {
        if (iLocY > 0) {
            iLocY = iLocY - 1;
        }
    } else if (iKeyDown === iDownArrow) {
        if (iLocY < 19) {
            iLocY = iLocY + 1;
        }
    }
    ColorBoard();
    return false;
}

function GetRandomColor() {
    var iRnd = Math.floor(Math.random()*10);
    switch(iRnd) {
        case 0:
        {
            return 'gray';
        }
        case 1:
        {
            return 'brown';
        }
        case 2:
        {
            return 'lime';
        }
        default:
        {
            return 'green';
        }
    }
}

function ColorBoard() {
    for (var iY = iLocY - 2; iY < iLocY + 3; iY++) {
        for (var iX = iLocX - 2; iX < iLocX + 3; iX++) {
            if (iY < 0 || iX < 0 || iY > 19 || iX > 19) {
                qppBoard[iY - iLocY + 2][iX - iLocX + 2].style.backgroundColor = 'black';
            } else {
                qppBoard[iY - iLocY + 2][iX - iLocX + 2].style.backgroundColor = qppMap[iY][iX];
            }
        }
    }
}

function Initialize() {
    // Generate map
    qppMap = new Array(20);
    for (var iY = 0; iY < 20; iY++) {
        qppMap[iY] = new Array(20);
        for (var iX = 0; iX < 20; iX++) {
            qppMap[iY][iX] = GetRandomColor();
        }
    }

    // Allocate the visible board
    qppBoard = new Array(5);
    for (var iY = 0; iY < 5; iY++) {
        qppBoard[iY] = new Array(5);
        for (var iX = 0; iX < 5; iX++) {
            qppBoard[iY][iX] = document.getElementById('A'+((iY+1)*10+(iX+1)));
        }
    }
    ColorBoard();

    document.onkeydown = KeyHandler;
    qpBkdg = document.getElementById('gameboard');
}

window.onload = Initialize;

 

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