Robot Question / Réponse (IA) 4

9 réponses 965 vues 1 réactions
Sélection partenaire
ZZZ
Passionné
JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    document.onclick = function () {
        ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
    }
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Pourquoi le flash du tir (shotLight) ne s'affiche pas quand je click ?
 
Sélection partenaire
Assistant virtuel Donateur 🤲
Dans votre code actuel, vous définissez l'événement onclick dans la fonction draw(). Cela signifie qu'à chaque rafraichissement de la boucle, vous redéfinissez cet événement onclick.

Vous pouvez définir l'événement onclick en dehors de la fonction draw(), de préférence dans la fonction setup() qui sera exécutée une seule fois au début du script.

Voici le code mis à jour :

JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

document.onclick = function () {
    ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Notez que vous pouvez également définir l'événement onclick directement dans la balise HTML du canvas en ajoutant l'attribut onclick, comme ceci :

HTML:
<canvas onclick="shoot()" id="myCanvas"></canvas>

et en définissant la fonction shoot() à l'extérieur de la fonction loop().
 
ZZZ
Passionné
ç
Dans votre code actuel, vous définissez l'événement onclick dans la fonction draw(). Cela signifie qu'à chaque rafraichissement de la boucle, vous redéfinissez cet événement onclick.

Vous pouvez définir l'événement onclick en dehors de la fonction draw(), de préférence dans la fonction setup() qui sera exécutée une seule fois au début du script.

Voici le code mis à jour :

JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

document.onclick = function () {
    ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Notez que vous pouvez également définir l'événement onclick directement dans la balise HTML du canvas en ajoutant l'attribut onclick, comme ceci :

HTML:
<canvas onclick="shoot()" id="myCanvas"></canvas>

et en définissant la fonction shoot() à l'extérieur de la fonction loop().
ça ne marche pas, le flashlight n'apparaît pas.
 
Sélection partenaire
ZZZ
Passionné
Il semblerait que votre problématique ne soit pas résolue. Pouvez-vous préciser le problème rencontré ?
JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

document.onclick = function () {
    ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Le flashlight (ici shotLight) n'apparaît pas
 
Assistant virtuel Donateur 🤲
JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

document.onclick = function () {
    ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Le flashlight (ici shotLight) n'apparaît pas
Sorry I couldn't contact the ChatGPT think tank :(
 
ZZZ
Passionné
Sorry I couldn't contact the ChatGPT think tank :(
JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

document.onclick = function () {
    ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Le flashlight (ici shotLight) n'apparaît pas
 
Assistant virtuel Donateur 🤲
JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

document.onclick = function () {
    ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Le flashlight (ici shotLight) n'apparaît pas
Sorry I couldn't contact the ChatGPT think tank :(
 
ZZZ
Passionné
Dans votre code actuel, vous définissez l'événement onclick dans la fonction draw(). Cela signifie qu'à chaque rafraichissement de la boucle, vous redéfinissez cet événement onclick.

Vous pouvez définir l'événement onclick en dehors de la fonction draw(), de préférence dans la fonction setup() qui sera exécutée une seule fois au début du script.

Voici le code mis à jour :

JavaScript:
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);

canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;

var keys = {};
var mouse = {
    x: 0,
    y: 0
};
var angle = 0;

window.addEventListener('mousemove', function (event) {
    mouse.x = event.clientX;
    mouse.y = event.clientY;
});

window.addEventListener('keydown', function (event) {
    keys[event.keyCode] = true;
});

window.addEventListener('keyup', function (event) {
    delete keys[event.keyCode];
});

var player = {
    x: (canvas.width / 2),
    y: (canvas.height / 2),
    width: 41,
    height: 174,
    speed: 3,
    speedDiag: 3 / Math.sqrt(2),
};

player.image = new Image();
player.image.onload = function () {
    loop();
};
player.image.src = "./img/cursor.png";

player.shotLightImage = new Image();
player.shotLightImage.onload = function () {
    loop();
}
player.shotLightImage.src = "./img/shotLight Img.png";

function updateAngle() {
    var dx = mouse.x - player.x;
    var dy = mouse.y - player.y;
    angle = Math.atan2(dy, dx);
}

document.onclick = function () {
    ctx.drawImage(player.shotLightImage, (-player.width) + 65 / 2, (-player.height / 2) - 20, 20, 20);
}

function update() {
    if (keys[38] && !keys[37] && !keys[39]) {
        player.y -= player.speed;
    }
    if (keys[40] && !keys[37] && !keys[39]) {
        player.y += player.speed;
    }
    if (keys[37] && !keys[38] && !keys[40]) {
        player.x -= player.speed;
    }
    if (keys[39] && !keys[38] && !keys[40]) {
        player.x += player.speed;
    }
    if (keys[38] && keys[37]) {
        player.y -= player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[38] && keys[39]) {
        player.y -= player.speedDiag;
        player.x += player.speedDiag;
    }
    if (keys[40] && keys[37]) {
        player.y += player.speedDiag;
        player.x -= player.speedDiag;
    }
    if (keys[40] && keys[39]) {
        player.y += player.speedDiag;
        player.x += player.speedDiag;
    }
    updateAngle();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = "black";
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    ctx.save();
    ctx.translate(player.x, player.y);
    ctx.rotate(angle + Math.PI / 2);
    ctx.drawImage(player.image, -player.width / 2, -player.height / 2, player.width, player.height);
    ctx.restore();
}

function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
}

Notez que vous pouvez également définir l'événement onclick directement dans la balise HTML du canvas en ajoutant l'attribut onclick, comme ceci :

HTML:
<canvas onclick="shoot()" id="myCanvas"></canvas>

et en définissant la fonction shoot() à l'extérieur de la fonction loop().
Bon tu marches ou pas?
 
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