1function MyKeyUpHandler (MyEvent) {
2 if (MyEvent.keyCode == 65 || MyEvent.keyCode == 68) {hero.velocity_x= 0}; // not left or right
3 if (MyEvent.keyCode == 87 || MyEvent.keyCode == 83) {hero.velocity_y= 0}; // not up or down
4 }
5
6
7function MyKeyDownHandler (MyEvent) {
8 if (MyEvent.keyCode == 65) {hero.velocity_x= -Quickness}; // left
9 if (MyEvent.keyCode == 87) {hero.velocity_y= -Quickness}; // up
10 if (MyEvent.keyCode == 68) {hero.velocity_x= Quickness}; // right
11 if (MyEvent.keyCode == 83) {hero.velocity_y= Quickness}; // down
12 MyEvent.preventDefault();
13 }
14function MyTouchHandler (MyEvent) {
15 var rect = myCanvas.getBoundingClientRect(); // where is our canvas
16 hero.velocity_y= 0;
17 hero.velocity_x= 0; // zero out velocity
18
19 for (var i=0; i < MyEvent.touches.length; i++) {
20 var x = MyEvent.touches[i].clientX - rect.left; // get x & y coords
21 var y = MyEvent.touches[i].clientY - rect.top; // relative to canvas
22
23 // Add velocity depending on which thirds we see touch
24
25 if (x > myCanvas.width * 0.66) hero.velocity_x= hero.velocity_x + Quickness;
26 if (x < myCanvas.width * 0.33) hero.velocity_x= hero.velocity_x - Quickness;
27 if (y > myCanvas.height * 0.66) hero.velocity_y= hero.velocity_y + Quickness;
28 if (y < myCanvas.height * 0.33) hero.velocity_y= hero.velocity_y - Quickness;
29 }
30
31 MyEvent.preventDefault();
32 }