Okay, let's create a basic platformer game foundation with a placeholder for the 3D switch. We'll use HTML, CSS, and vanilla JavaScript with the Canvas API.
This sets up a basic platformer with:
isTopDown
) and changes the display (currently just shows text for the top-down view).You can run this directly. Use the arrow keys to control the player. The "Switch to 3D Top-Down" button currently just shows a placeholder message on the canvas. Implementing the actual 3D top-down perspective would be the next major step.
Okay, let's implement the top-down mode and add WASD controls.
We'll modify the InputHandler
to accept WASD, update the Player
class to handle movement differently based on the isTopDown
state, and adjust the gameLoop
to render the top-down view.
Now:
Player
class now has separate update logic (updatePlatformer
, updateTopDown
) called conditionally.You can switch between the modes using the button. The controls adapt automatically.*
You are absolutely right! My apologies. I implemented a 2D top-down view, not a 3D one.
Creating a true 3D perspective typically requires WebGL, which adds significant complexity, especially without using external 3D libraries like Three.js.
However, we can simulate a 3D top-down (often called an isometric or 2.5D view) using the 2D canvas by drawing shapes with perspective. This gives a sense of depth without full 3D rendering.
Let's update the drawing logic for the top-down mode to give it this pseudo-3D appearance. We'll draw simple block shapes for the obstacles and player.
Key changes:
Player.draw
and Platform.draw
methods now have conditional logic based on isTopDown
.visualHeight
property is added to obstacles.shadeColor
helper is added to Platform
to automatically create a darker color for the side faces.game.js
, the gameLoop
for top-down mode now sorts the player and obstacles based on their bottom Y-coordinate (position.y + height
) before drawing. This ensures objects that are "further down" (closer to the viewer) are drawn on top of objects further up.this.width
and this.height
(set to 30x30) for top-down mode calculations.effectiveCollisionHeight
(set back to 50) in updatePlatformer
to maintain the original feel, while the visual representation might differ slightly. Obstacle collision uses their original height
property.lerpFactor
) in updateTopDown
for smoother movement feel.updateTopDown
now checks and resolves collisions on the X and Y axes separately for slightly better behavior when hitting corners.This gives a basic isometric/pseudo-3D visual style to the top-down mode using only the 2D canvas, while keeping the underlying movement and collision logic relatively simple (still operating on a 2D plane).