Instead ofThen you can rewrite the conditions like this:
if (keys[37]) { // left ball_pos[0] -= vel; } if (keys[38]) { // up ball_pos[1] -= vel; }
You can actually get rid of the keys variable and use a switch statement:
switchif (keyCodekeys[KEY_LEFT]) {
case 37:
// ..ball.
x -= vel; break;
case 38:}
if (keys[KEY_UP]) {
// ...
ball.y -= break;vel;
}
var canvas, context, ball, vel, keys = {};
var BALL_RADIUS = 20;
var KEY_LEFT = 37;
var KEY_UP = 38;
var KEY_RIGHT = 39;
var KEY_DOWN = 40;
function init() {
'use strict';
canvas = document.getElementById('c');
context = canvas.getContext('2d');
ball = { x: canvas.width / 2, y: canvas.height / 2 };
vel = 4;
}
function draw() {
'use strict';
// draw background
context.fillStyle = 'black';
context.fillRect(0, 0, canvas.width, canvas.height);
// draw ball
context.strokeStyle = 'red';
context.lineWidth = 2;
context.fillStyle = 'white';
context.beginPath();
context.arc(ball.x, ball.y, BALL_RADIUS, 0, Math.PI * 2, true);
context.closePath();
context.fill();
context.stroke();
}
function keydown(evt) {
'use strict';
// mozilla based browsers return which and others keyCode
var keyCode = evt.which || evt.keyCode;
keys[keyCode] = true;
// alert(keyCode)
// 33 up right
// 34 down right
// 35 down right
// 36 up left
switchif (keyCodekeys[KEY_LEFT]) {
case KEY_LEFT:
ball.x -= vel;
break;}
caseif KEY_UP:(keys[KEY_UP]) {
ball.y -= vel;
break;}
caseif KEY_RIGHT:(keys[KEY_RIGHT]) {
ball.x += vel;
break;}
caseif KEY_DOWN:(keys[KEY_DOWN]) {
ball.y += vel;
}
}
function keyup(evt) {
'use break;strict';
}var keyCode = evt.which || evt.keyCode;
delete keys[keyCode];
}
function animate() {
'use strict';
window.requestAnimationFrame(animate);
draw();
}
// register event handlers
window.onkeydown = keydown;
window.onkeyup = keyup;
init();
animate();
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
</head>
<body>
<canvas id="c" width="600" height="400"></canvas>
</body>
</html>