I'm writing a game using HTML5 canvas and Javascript. I'm using setInterval to animate the game and check for events at regular intervals. I've written multiple levels for the game, but I can't seem to escape the setInterval when a given level ends in order to start the next one. The code accurately detects when a level is won or lost and successfully clears the interval and renders the button, but the button does not fire.
Adding a button was my latest idea. I've also tried removing the canvas using jQuery and inserting a new one. I've also tried using clearRect on the canvas but it doesn't fire either.
Given that I can't return a value from setInterval, what are my options, if any? Is there another way to accomplish the same thing? Is there a separate error with my code that I've overlooked? Thanks!
Game.prototype.win = function(int) {
clearInterval(int);
var content = "<p style='color:white;'>You win</p><br><button id='next-level'>Next Level</button></menu>"
$('#controls').append(content)
};
Game.prototype.lose = function(int) {
clearInterval(int);
var content = "<p style='color:white;'>You Lose</p><br><button id='next-level'>Start Over?</button></menu>"
$('#controls').append(content)
};
Game.prototype.run = funtion () {
$('#start').click( function () {
$('#controls').empty();
var waveOne = new window.CrystalQuest.Wave(this.X_DIM, this.Y_DIM, this, Game.WAVE_ONE)
var game = this
var int = setInterval( function () {
if (waveOne.step() === "lost" ) {
game.lose(int);
} else if (waveOne.step() === "won") {
game.win(int);
}
waveOne.draw(this.ctx)
}, 20)
this.bindKeyHandlers(waveOne);
}.bind(this));
$('#next-level').click( function () {
$('#controls').empty();
...more code...
});
};