--- Canvas を作って container に追加 ---
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JavaScript
// --- Canvas を作って container に追加 ---
const container = document.getElementById('demo');
const canvas = document.createElement('canvas');
canvas.id = 'gameCanvas';
canvas.width = 1280;
canvas.height = 720;
container.appendChild(canvas);
const ctx = canvas.getContext('2d');
let frame = 0;
let x = canvas.width/2;
let y = canvas.height - 40;
// --- Man クラス定義 ---
class Man {
constructor(x, y, size = 4) {
this.x = x;
this.y = y;
this.size = size;
this.vx = 0;
this.vy = 0;
this.speed = 7;
this.gravity = 0.5;
this.jumpPower = -18;
this.groundY = y;
this.isJumping = false;
this.isCrouching = false;
this.isPunching = false;
this.isDancing = false;
this.punchFrame = 0;
this.punchDuration = 10;
this.frame = 0;
// 各部位(頭・胴体・腕・足)
this.head = { x: 0, y: 0, r: 10 * size };
this.torso = new Limb();
this.leftArm = new Limb();
this.rightArm = new Limb();
this.leftLeg = new Limb();
this.rightLeg = new Limb();
}
update() {
this.x += this.vx;
if (this.isJumping) {
this.vy += this.gravity;
this.y += this.vy;
if (this.y >= this.groundY) {
this.y = this.groundY;
this.vy = 0;
this.isJumping = false;
}
}
if (this.isPunching) {
this.punchFrame++;
if (this.punchFrame >= this.punchDuration) {
this.isPunching = false;
this.punchFrame = 0;
}
}
this.frame++;
// 画面端制限
this.x = Math.max(0, Math.min(canvas.width, this.x));
// === 各部位の座標計算 ===
const s = this.size;
const crouchOffset = this.isCrouching ? 10 * s : 0;
const crouchScale = this.isCrouching ? 0.7 : 1.0;
// 頭
this.head.x = this.x;
this.head.y = this.y - 60 * s * crouchScale + crouchOffset;
// 胴体(肩→腰)
const shoulderX = this.x;
const shoulderY = this.y - 50 * s * crouchScale + crouchOffset;
const hipX = this.x;
const hipY = this.y - 30 * s * crouchScale + crouchOffset;
this.torso.set(shoulderX, shoulderY, hipX, hipY, hipX, hipY); // torsoは直線
// 腕
const elbowWave = this.isDancing ? Math.sin(this.frame * 0.3) * 10 * s : 0;
this.leftArm.set(
shoulderX, shoulderY,
shoulderX - 10 * s, shoulderY + 10 * s + elbowWave,
shoulderX - 20 * s, shoulderY + 20 * s + elbowWave
);
if (this.isPunching) {
this.rightArm.set(
shoulderX, shoulderY,
shoulderX + 15 * s, shoulderY,
shoulderX + 30 * s, shoulderY
);
} else {
this.rightArm.set(
shoulderX, shoulderY,
shoulderX + 10 * s, shoulderY + 10 * s - elbowWave,
shoulderX + 20 * s, shoulderY + 20 * s - elbowWave
);
}
// 足
const kneeOffset = (this.vx !== 0 || this.isDancing) ? Math.sin(this.frame * 0.3) * 5 * s : 0;
const kneeY = this.y - 15 * s * crouchScale + crouchOffset;
this.leftLeg.set(
hipX, hipY,
hipX - 8 * s, kneeY + kneeOffset,
hipX - 10 * s, this.y
);
this.rightLeg.set(
hipX, hipY,
hipX + 8 * s, kneeY - kneeOffset,
hipX + 10 * s, this.y
);
}
draw(ctx) {
ctx.lineWidth = 12;
ctx.strokeStyle = "#000";
ctx.fillStyle = "#000";
// 頭
ctx.beginPath();
ctx.arc(this.head.x, this.head.y, this.head.r, 0, Math.PI * 2);
ctx.fill();
// 胴体
this.torso.draw(ctx);
// 腕
this.leftArm.draw(ctx);
this.rightArm.draw(ctx);
// 足
this.leftLeg.draw(ctx);
this.rightLeg.draw(ctx);
}
jump() {
if (!this.isJumping) {
this.vy = this.jumpPower;
this.isJumping = true;
}
}
punch() {
if (!this.isPunching) {
this.isPunching = true;
this.punchFrame = 0;
}
}
crouch() {
this.isCrouching = true;
}
standUp() {
this.isCrouching = false;
}
dance(isDancing) {
this.isDancing = isDancing;
}
}
class Limb {
constructor() {
this.x1 = 0; this.y1 = 0; // 始点(肩・腰など)
this.x2 = 0; this.y2 = 0; // 中間点(肘・膝)
this.x3 = 0; this.y3 = 0; // 終点(手・足先)
}
set(x1, y1, x2, y2, x3, y3) {
this.x1 = x1; this.y1 = y1;
this.x2 = x2; this.y2 = y2;
this.x3 = x3; this.y3 = y3;
}
draw(ctx) {
ctx.beginPath();
ctx.moveTo(this.x1, this.y1);
ctx.lineTo(this.x2, this.y2);
ctx.lineTo(this.x3, this.y3);
ctx.stroke();
}
}
// --- Manインスタンス作成 ---
const man = new Man(x, y);
// --- キーボード入力管理 ---
const keys = {
left: false,
right: false
};
document.addEventListener('keydown', (e) => {
e.preventDefault();
if (e.code === 'ArrowLeft') keys.left = true;
if (e.code === 'ArrowRight') keys.right = true;
if (e.code === 'Space') {
man.jump();
}
if (e.code === 'KeyZ') {
man.punch();
}
if (e.code === 'KeyA') {
man.dance(true);
}
if (e.key === "ArrowDown") {
man.crouch();
}
});
document.addEventListener('keyup', (e) => {
if (e.code === 'ArrowLeft') keys.left = false;
if (e.code === 'ArrowRight') keys.right = false;
if (e.key === "ArrowDown") {
man.standUp();
}
if (e.code === 'KeyA') {
man.dance(false);
}
});
// --- メインループ ---
function loop() {
// 入力によって速度を変える
if (keys.left) man.vx = -man.speed;
else if (keys.right) man.vx = man.speed;
else man.vx = 0;
// 描画・更新
ctx.clearRect(0, 0, canvas.width, canvas.height);
man.update();
man.draw(ctx);
requestAnimationFrame(loop);
}
loop();
CSS
body{
overflow:hidden;
}
canvas{
display: block;
margin: auto;
width: 100vw;
aspect-ratio: 16 / 9;
}
HTML
ページのソースを表示 : Ctrl+U , DevTools : F12
view-source:https://hi0a.com/demo/-js/js-stick-man/
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