Periphery.js: HTML5 Canvas + Maths!

by Carl Furrow — on  ,  , 

Source on github

What?

This project demos HTML5 Canvas 2D and clipping objects with other objects. In this case, it’s clipping other scene elements with an emulation of the player’s view-field cone. You can rotate your vision with the left/right keys, and move in the direction you’re facing with the up key, or move in the opposite direction with the down key.

It’s a proof of concept, and a chance to dust off the parts of my brain that used to know things about geometry and 2D math. I still daydream of creating a game in the browser, and starting from the ground up (e.g. reinventing the wheel) is how I learn best. A few years ago I heard it described as: “Don’t hire someone for a job you haven’t already done yourself.” That’s how I feel about frameworks most of the time. I want to go through the pain of re- learning low-level stuff, then work my way forward to something easier.

Did you learn anything?

Yes, a lot! Mainly that I’ve disappointed my high school geometry teacher (sorry Mr. Metzger!). Simple things like solving triangles, re-learning the law of sines, etc. Makes a person humble, that’s for sure. It came back to me in trickles, and I tried my hardest to figure the math out myself before running to Google.

The next hardest part was figuring out a canvas context’s .clip() method and how to combine it with .save() and .restore() for what I need. I cover that a bit here so others can learn from my struggles.

.clip(), .save() and .restore()

context.clip() is like context.fill() or context.stroke() but instead of painting a shape or lines to the canvas, it “hides” anything that doesn’t fall within that shape. So only intersecting elements that fall within that clipping shape are seen.

See an example of this on MDN.

I knew I would need to use clip() to only show items that fell within the visual range of the “player”. Things falling outside of that would not be rendered. This could simulate a top-down representation of a person’s visual field.

Here’s the code I ended up with:

function drawPeripheryVision(ctx,player){
  ctx.beginPath();

  ctx.fillStyle = "rgba(20,20,20,0.9)";
  player.periphery = [];

  ctx.moveTo(player.x,player.y);
  player.periphery.push(player.x,player.y);

  var trianglePointX = player.x + player.visionRadius*Math.cos(player.direction - deg2rad(50));
  var trianglePointY = player.y + player.visionRadius*Math.sin(player.direction - deg2rad(50));

  ctx.lineTo(trianglePointX,trianglePointY);
  player.periphery.push([trianglePointX,trianglePointY]);

  trianglePointX = player.x + player.visionRadius*Math.cos(player.direction + deg2rad(50));
  trianglePointY = player.y + player.visionRadius*Math.sin(player.direction + deg2rad(50));

  ctx.lineTo(trianglePointX,trianglePointY);
  player.periphery.push([trianglePointX,trianglePointY]);

  ctx.lineTo(player.x,player.y);
  ctx.closePath();
  ctx.fill();
  ctx.clip();
}

function drawCentralVision(ctx,player) {
  ctx.beginPath();

  ctx.fillStyle = "rgba(200,200,200,0.9)";
  ctx.moveTo(player.x,player.y);

  player.central = [];
  player.central.push([player.x,player.y]);

  var trianglePointX = player.x + player.visionRadius * Math.cos(player.direction - deg2rad(15));
  var trianglePointY = player.y + player.visionRadius * Math.sin(player.direction - deg2rad(15));

  ctx.lineTo(trianglePointX,trianglePointY);
  player.central.push([trianglePointX,trianglePointY]);

  trianglePointX = player.x + player.visionRadius * Math.cos(player.direction + deg2rad(15));
  trianglePointY = player.y + player.visionRadius * Math.sin(player.direction + deg2rad(15));
  ctx.lineTo(trianglePointX,trianglePointY);
  player.central.push([trianglePointX,trianglePointY]);

  ctx.lineTo(player.x,player.y);

  ctx.closePath();
  ctx.fill();
  ctx.clip();
}

function drawPlayer(ctx,player){
  var x = player.x;
  var y = player.y;
  var direction = player.direction;

  ctx.beginPath();
  ctx.fillStyle = "#ffffff";
  ctx.arc(x,y, radius+2, 0, Math.PI*2, false);
  ctx.fill();
  ctx.closePath();

  ctx.beginPath();
  ctx.fillStyle = "#5e9fd2";
  ctx.arc(x,y, radius, 0, Math.PI*2, false);
  ctx.fill();
  ctx.closePath();

  ctx.globalCompositeOperation = 'xor';
  drawPeripheryVision(ctx,player);

  ctx.save();
  ctx.globalCompositeOperation = 'xor';
  drawCentralVision(ctx,player);
  ctx.restore();
}

function frame(){
  ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);

  handleMovement(player);

  ctx.save();
  drawPlayer(ctx,player);
  drawScene(player);
  ctx.restore();

  requestAnimationFrame(frame);
}

requestAnimationFrame(frame);

You’ll see that in drawPeripheryVision() and drawCentralVision() I create the triangular vision fields, then I fill them with color, then use the same shape to clip the rest of the canvas falling outside those triangles away.

drawPlayer() then puts it all together, creating the central player circle, plus the vision fields. You’ll also see my use of the globalCompositeOperation=’xor’, [see this link for details on that](https://developer.mozilla.org/samples/canvas-tutorial/6_1_canvas_composite.html. Then, after the peripheral triangle is drawn, I save the canvas state, draw the central vision (and clip), then restore the canvas. If I don’t do this, then the peripheral-triangle’s “xor” does not get applied, but instead, it is overwritten. By calling .restore(), I re-instate that effect to let the objects that fall within the peripheral clipping shape to show, but be darker (xor’d with the color of my periphery triangle).

I do a similar technique in the frame() function. I save the state of the entire canvas, then draw the player and the scene with all their clipping and composite changes, then restore the canvas. If I did not save/restore on each frame() call, the first clipping path of the periphery would stick, and not move as the player rotated their vision around.

Moving in the direction you are facing

I used document.onkeydown to capture all keyboard events, and I used onkeydown so that if a user holds a direction I keep moving until that key comes up.

Here’s the code for my onkeydown and onkeyup handlers:

document.onkeydown = function(e){
  var movement=false;
  if(e.which == 38){
    player.movingForward = true;
    player.movingBack = false;
    movement=true;
  }
  if(e.which == 40){
    player.movingBack = true;
    player.movingForward = false;
    movement=true;
  }
  if(e.which == 37 ){
    player.turningLeft = true;
    player.turningRight = false;
    movement=true;
  }
  if(e.which == 39 ){
    player.turningRight = true;
    player.turningLeft = false;
    movement=true;
  }
  return !movement; // don't bubble event
}

document.onkeyup = function(e){
  if(e.which == 38){
    player.movingForward=false;
  }
  if(e.which==40){
    player.movingBack=false;
  }
  if(e.which==37){
    player.turningLeft = false;
  }
  if(e.which==39){
    player.turningRight = false;
  }
  return false; // don't bubble event
}
  1. The movement variable was so that the app would “swallow” all keys I deemed as part of the movement system. Up, Down, Left and Right. Those keys would not bubble up to the browser and try to scroll the page around. This also allowed me to be able to press Command+R to refresh the page, and those keys were allowed to bubble up to the browser.
  2. The e.which statements are not cross browser, but they work fine for Chrome/Firefox. Additionally, you’ll see player.turningRight or player.movingDown booleans. They stay set as long as the key is held down, so that on each pass of the main loop, the player is moving smoothly through each frame.
  3. Like I mentioned above, returning !movement returns ‘false’ when a movement key was pressed, and therefore, the event doesn’t bubble up.

The code that moves the player is below. It is called each time the game loops:

function handleMovement(player) {
  if(player.movingForward){
    player.y += player.velocity * 2.5 * Math.sin(player.direction);
    player.x += player.velocity * 2.5 * Math.cos(player.direction);
  }
  if(player.movingBack){
    player.y -= player.velocity * 2.5 * Math.sin(player.direction);
    player.x -= player.velocity * 2.5 * Math.cos(player.direction);
  }
  if(player.turningRight){
    player.direction += deg2rad(player.velocity);
  }
  if(player.turningLeft){
    player.direction -= deg2rad(player.velocity);
  }
  player.x = (player.x-player.radius) < 0 ? player.radius : player.x;
  player.x = (player.x+player.radius) > ctx.canvas.width ? ctx.canvas.width-player.radius : player.x;
  player.y = (player.y-player.radius) < 0 ? player.radius : player.y;
  player.y = (player.y+player.radius) > ctx.canvas.height ? ctx.canvas.height-player.radius : player.y;
}

RequestAnimationFrame

As is customary with canvas animation, I used requestAnimationFrame() versus setTimeout() to call my main frame() function each time the scene needed to be redrawn. Nothing special there.


Carl Furrow's photo Author

Carl Furrow

hello@carlfurrow.com

Addicted to learning and looking to master the art of solving problems through writing code, while occasionally yelling at computer screens.