I created a script that uses HTML input buttons to move a cat on canvas. Each click moves the cat by 10 pixels in the direction that is clicked (moveUp(); moveDown();moveLeft(); moveRight();). This script works fine for the first 10-20 clicks, but then the cat eventually jumps around or is stuck in one spot.
I have no idea why it behaves in this way. can anyone help?
The program is on jsfiddle, you can test it out
https://jsfiddle.net/rockmanxdi/h2sk2sjz/2/
JavaScript code is hereunder:
let surface=document.getElementById("drawingArea");
let ctx=surface.getContext("2d");
let cor_x;
let cor_y;
/** draw a cat 
    *   input the coordinates x and y for the center of the cat
    *   does not return, output the drawing only.
    */
let drawCat = function (x, y) {
        ctx.save();
        ctx.translate(x, y);
        ctx.fillText("ฅ(*ΦωΦ*) ฅ", -20,-5);
        ctx.restore();
        };
let updateCoordinate = function(x_increment,y_increment){
        console.log("before:" + cor_x + "/" + cor_y);
        cor_x += 10 * x_increment;
        cor_y += 10 * y_increment;
        console.log("updated:" + cor_x + "/" + cor_y);
};
let moveUp = function (){
    updateCoordinate(0,-1);
    console.log(cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);
};
let moveLeft = function (){
    updateCoordinate(-1,0);
    console.log( cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);  
};
let moveRight = function (){
    updateCoordinate(1,0);
    console.log( cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);   
};
let moveDown = function (){
    updateCoordinate(0,1);
    console.log(cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);  
};
let reset =  function(){
    cor_x=surface.width/2.0;
    cor_y=surface.height/2.0;
    console.log(cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y); 
}
drawCat(200,200);
html body:
<canvas width="400" height="400" id="drawingArea" style="border:solid">cat image</canvas>
<p>
    <input type="button" id="resetBtn" value="reset" onclick="reset();" />    
</p>
<p>
          
    <input type="button" id="upBtn" value="Up" onclick="moveUp();"/>    
</p>
<p>
    <input type="button" id="leftBtn" value="Left" onclick="moveLeft();"/> 
          
    <input type="button" id="rightBtn" value="Right" onclick="moveRight();"/>    
</p>
    <p>
          
    <input type="button" id="downBtn" value="Down" onclick="moveDown();"/>    
</p>
By the way, I put console.log() inside updateCoordinate(); and move UP/Down/Right/Left(); functions to track the value of the x and y coordinates of the cat. Press F12 to track the value.
1) I replaced only all let to var (everything is working good):
var surface=document.getElementById("drawingArea");
var ctx=surface.getContext("2d");
var cor_x;
var cor_y;
/** draw a cat 
	*	input the coordinates x and y for the center of the cat
	*	does not return, output the drawing only.
	*/
var drawCat = function (x, y) {
		ctx.save();
		ctx.translate(x, y);
		ctx.fillText("ฅ(*ΦωΦ*) ฅ", -20,-5);
		ctx.restore();
		};
var updateCoordinate = function(x_increment,y_increment){
        console.log("before:" + cor_x + "/" + cor_y);
        cor_x += 10 * x_increment;
        cor_y += 10 * y_increment;
        console.log("updated:" + cor_x + "/" + cor_y);
};
var moveUp = function (){
    updateCoordinate(0,-1);
    console.log(cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);
};
var moveLeft = function (){
    updateCoordinate(-1,0);
    console.log( cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);  
};
var moveRight = function (){
    updateCoordinate(1,0);
    console.log( cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);   
};
var moveDown = function (){
    updateCoordinate(0,1);
    console.log(cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y);  
};
var reset =  function(){
		cor_x=surface.width/2.0;
		cor_y=surface.height/2.0;
    console.log(cor_x + "/" + cor_y );
    ctx.clearRect(0,0,surface.width,surface.height);
    drawCat(cor_x,cor_y); 
}
drawCat(200,200);<body onload="reset();">
<main>
<!-- place your HTML code within the main -->
    
    <canvas width="400" height="400" id="drawingArea" style="border:solid">cat image</canvas>
    <p>
        <input type="button" id="resetBtn" value="reset" onclick="reset();" />    
    </p>
    <p>
              
        <input type="button" id="upBtn" value="Up" onclick="moveUp();"/>    
    </p>
    <p>
        <input type="button" id="leftBtn" value="Left" onclick="moveLeft();"/> 
              
        <input type="button" id="rightBtn" value="Right" onclick="moveRight();"/>    
    </p>
        <p>
              
        <input type="button" id="downBtn" value="Down" onclick="moveDown();"/>    
    </p>
</main>
</body>It is bug with let variable:
From console log:
(index):96 before:160/390
(index):99 updated:160/400
(index):126 160/280
Within updateCoordinate: cor_x = 160; cor_y = 400 BUT within moveRight (or moveLeft, moveUp, moveDown) cor_x = 160; cor_y = 280
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