<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="fr" lang="fr">
<head>
<meta charset="utf-8">
<title></title>
</head>
<header>
</header>
<body style="margin:0px; overflow: hidden">
<main>
<canvas id='canvas'></canvas><br />
<button onclick='moveRight()' style="border-radius:50px; width: 50px; height: 50px; border:none;">Faire bouger</button>
<script>
var speed2 = 12;
var canvasWidth = window.innerWidth + 80;
var canvasHeight = window.innerHeight - 100;
var spriteWidth = 280;
var spriteHeight = 50;
var rows = 1;
var cols = 4;
var trackRight = 0;
var trackLeft = 1;
var width = spriteWidth / cols;
var height = spriteHeight;
var curFrame = 1;
var frameCount = 4;
var x = -80;
var y = 200;
var srcX = 0;
var srcY = 0;
var right = false;
var speed = 0;
var canvas = document.getElementById('canvas');
canvas.width = canvasWidth;
canvas.height = canvasHeight;
var ctx = canvas.getContext("2d");
var character = new Image();
character.src = "MonImage.png";
setInterval(draw, 60);
function updateFrame() {
curFrame = ++curFrame % frameCount;
srcX = curFrame * width;
ctx.clearRect(x * 2, y * 2, width * 2, height * 2);
if (right && x < canvasWidth - width) {
srcY = trackRight * height;
x = x + speed;
}
}
function draw() {
if (x * 2 > window.innerWidth) {
x = -80;
right = false;
speed = 0;
alert(1);
}
updateFrame();
ctx.drawImage(character, srcX, srcY, width, height, x * 2, y * 2, width * 2, height * 2);
}
function moveRight() {
right = true;
speed = speed + 12;
}
</script>
</main>
</body>
</html>