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Hy cool game. 

How You made the joystick. 

I struggle whit my.

Can you help me out ?

For something like spritesheet.

Thank you! I appreciate the feedback. Let me break down how the joystick works and provide guidance for integrating it into your game or with a spritesheet.

How the Joystick Works:

The joystick in this code is implemented using a HTML div container and styled with CSS for a circular appearance. The core functionality is powered by touch events (touchstart, touchmove, and touchend) to capture user input and translate it into movement for the player.

1. HTML Structure:

<div class="joystick-container" id="joystickContainer">

    <div class="joystick" id="joystick"></div>

</div>

joystick-container: The outer circular boundary for joystick movement.

joystick: The movable inner part that represents the stick itself.

2. CSS:

joystick-container defines the static area for movement.

joystick is the draggable portion that updates its position dynamically within the container.

3. JavaScript Logic:

Touch Movement:

The position of the joystick is updated relative to the user’s touch input, clamped within the circular container’s radius.

Velocity Calculation:

The joystick’s movement is translated into directional velocity (X and Y), which drives the player’s character:

const dx = x - center.x;

const dy = y - center.y;

const distance = Math.sqrt(dx * dx + dy * dy);

const angle = Math.atan2(dy, dx);

player.velocityX = Math.cos(angle) * (distance / radius) * player.speed;

player.velocityY = Math.sin(angle) * (distance / radius) * player.speed;

Reset on Release:

On touchend, the joystick returns to the center, and velocity is reset to 0.

For Spritesheet

If you want to integrate a spritesheet into your game (e.g., for character animations like walking or punching), here’s how to do it:

1. Prepare a Spritesheet:

A spritesheet is an image file containing frames of animation. Each frame represents a state (e.g., walking, punching).

Example:

2. Load the Spritesheet in JavaScript:

const spriteImage = new Image();

spriteImage.src = 'path/to/spritesheet.png'; // Your spritesheet image path

3. Draw Frames on Canvas:

Use the drawImage method to extract and draw frames from the spritesheet.

const frameWidth = 50; // Width of a single frame

const frameHeight = 50; // Height of a single frame

let currentFrame = 0;   // Current frame index

const totalFrames = 4;  // Total number of frames

function drawCharacter() {

    // Calculate the source X position for the current frame

    const sourceX = currentFrame * frameWidth;

    ctx.drawImage(

        spriteImage,    // Source image

        sourceX, 0,     // Source x, y (top-left of current frame)

        frameWidth, frameHeight, // Source width and height

        player.x, player.y,      // Destination x, y on canvas

        frameWidth, frameHeight  // Destination width and height

    );

    // Update frame index for animation

    currentFrame = (currentFrame + 1) % totalFrames;

}

4. Sync Joystick Movement with Animation:

When the joystick moves, trigger specific animations:

Example: Switch to “walking” frames when velocityX or velocityY is non-zero.

if (player.velocityX !== 0 || player.velocityY !== 0) {

    drawCharacter(); // Use walking frames

} else {

    currentFrame = 0; // Reset to idle frame

}

Tips for Debugging:

1. Check your touchmove logic to ensure the joystick remains within bounds.

2. For spritesheets, ensure frame sizes match the expected width and height.

3. Use requestAnimationFrame for smooth animation updates.