I am trying to make a 2d top view javascript game and i want to make my map using program "tiled" i have made my map and have the exported json but dont know how to parse it into a canvas html tag and i dont know were to start here is my crazy game code
<html>
<body>
</body>
</html>
<script>
// Create the canvas
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function() {
bgReady = true;
};
bgImage.src = "images/newbackground.png";
//hp box
var hpBoxReady = false;
var hpBoxImage = new Image();
hpBoxImage.onload = function() {
hpBoxReady = true;
};
hpBoxImage.src = "images/hpbox.png";
// player image
var playerReady = false;
var playerImage = new Image();
playerImage.onload = function() {
playerReady = true;
};
playerImage.src = "images/char.png";
// enemy image
var enemyReady = false;
var enemyImage = new Image();
enemyImage.onload = function() {
enemyReady = true;
};
enemyImage.src = "images/enemy_idle01.png";
// Game objects
var hpBox = {
restoreHealth: 34,
x: 300,
y: 300
}
var player = {
stamina: 7,
health: 100,
sprintSpeed: 400,
weakSpeed: 150,
speed: 300 // movement in pixels per second
};
var enemy = {
speed: 250,
viewDistance: 40
};
var enemysCaught = 0;
// Handle keyboard controls
var keysDown = {};
addEventListener("keydown", function(e) {
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function(e) {
delete keysDown[e.keyCode];
}, false);
// Reset the game when the player catches a enemy
var reset = function() {
player.x = canvas.width / 2;
player.y = canvas.height / 2;
// Throw the enemy somewhere on the screen randomly
enemy.x = 32 + (Math.random() * (canvas.width - 64));
enemy.y = 32 + (Math.random() * (canvas.height - 64));
};
//w is 87
//a is 65
//s is 83
//d is 68
// Update game objects
var update = function(modifier) {
if (87 in keysDown) { // Player holding up
player.y -= player.speed * modifier;
}
if (83 in keysDown) { // Player holding down
player.y += player.speed * modifier;
}
if (65 in keysDown) { // Player holding left
player.x -= player.speed * modifier;
}
if (68 in keysDown) { // Player holding right
player.x += player.speed * modifier;
}
if (
player.x <= (0)) {
player.health -= 1;
console.log('health decreasing');
}
}
if (
player.y <= (0)) {
player.health -= 1;
console.log('health decreasing');
};
// Are they touching?
if (
player.x <= (enemy.x + 32) &&
enemy.x <= (player.x + 32) &&
player.y <= (enemy.y + 32) &&
enemy.y <= (player.y + 32)
) {
++enemysCaught;
reset();
}
// Draw everything
var render = function() {
if (bgReady) {
context.drawImage(bgImage, 0, 0);
}
if (hpBoxReady) {
context.drawImage(hpBoxImage, hpBox.x, hpBox.y);
}
if (playerReady) {
context.drawImage(playerImage, player.x, player.y);
}
if (enemyReady) {
context.drawImage(enemyImage, enemy.x, enemy.y);
}
// Score
context.fillStyle = "rgb(250, 250, 250)";
context.font = "24px Helvetica";
context.textAlign = "left";
context.textBaseline = "top";
context.fillText("enemys killed: " + enemysCaught, canvas.width / 2, 32);
};
function dieEvent() {
player.health = 100;
}
function updateHealth() {
context.fillStyle = "rgb(255 ,0 ,0)";
context.textAlign = "right";
context.fillText("Health: " + player.health, 1000, 32)
}
function isNearHPBox() {
if (
player.y <= (hpBox.y + enemy.viewDistance + 64) &&
player.y >= (hpBox.y - enemy.viewDistance - 64) &&
player.x <= (hpBox.x + enemy.viewDistance + 64) &&
player.x >= (hpBox.x - enemy.viewDistance - 64)) {
console.log("healing!");
if (player.health <= 100) {
hpBox.restoreHealth = player.health - 100;
player.health += hpBox.restoreHealth;
}
}
}
function moveEnemy() {
if (
player.y <= (enemy.y + enemy.viewDistance + 64) &&
player.y >= (enemy.y - enemy.viewDistance - 64) &&
player.x <= (enemy.x + enemy.viewDistance + 64) &&
player.x >= (enemy.x - enemy.viewDistance - 64)) {
console.log("seen on enemys Y");
var audio = new Audio('sounds/theWanderer_Scream.m4a');
audio.play();
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
if (player.x >= (enemy.x)) {
enemy.x -= enemy.speed;
}
}
}
function checkWallCollision() {
if (player.y <= 0) {
console.log("y")
player.y += 64;
}
if (player.x <= 0) {
console.log("x")
player.x += 64;
}
if (enemy.y <= 0) {
console.log("y")
enemy.y += 64;
}
if (enemy.x <= 0) {
console.log("x")
enemy.x += 64;
}
}
function reducedSpeed() {
player.speed = player.weakSpeed;
}
// The main game loop
var main = function() {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
context.clearRect(0, 0, canvas.width, canvas.height);
render();
updateHealth();
moveEnemy();
if (player.health <= 20) {
reducedSpeed();
} else {
player.speed = 300;
}
if (player.health <= 0) {
dieEvent();
}
checkWallCollision();
isNearHPBox();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
reset();
main();
</script>
<style>
body {
margin: 0;
padding: 0;
}
</style>
i have tried all the tutorials but cant seem to get it to work so for now i just have a small little background image could sombody please help?
Your question is a bit general. I recommand to enroll Udacity's HTML5 Game Development course I think many part of your question should be answered after watching that course.