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sprite.js
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class Sprite {
constructor(config) {
//set up image
this.image = new Image();
this.image.src = config.src;
this.image.onload = () =>{
this.isLoaded = true;
}
this.shadow= new Image()
this.shadow.src = "./assets/sprite/shadow.png"
this.useShadow = true;
this.shadow.onload = () =>{
this.isShadowLoaded = true;
}
//config animations and initial states
this.animations = config.animations || {
"idle-down": [ [0,0] ],
"idle-right":[ [0,1] ],
"idle-up":[ [0,2] ],
"idle-left": [ [0,3] ],
"walk-down" : [ [1,0], [0,0],[3,0], [0,0] ],
"walk-right" :[ [1,1], [0,1], [3,1], [0,1] ],
"walk-up": [ [1,2], [0,2], [3,2], [0,2] ],
"walk-left": [ [1,3], [0,3], [3,3], [0,3] ]
}
this.currentAnimation = "idle-down"; //config.currentAnimation||"idle-down";
this.currentAnimationFrame = 0;
//cadence for the frames
this.animationFrameLimit = config.animationFrameLimit || 8; //animation speed
this.animationFrameProgress = this.animationFrameLimit;
//references the game object
this.gameObject= config.gameObject;
}
get frame() {
return this.animations[this.currentAnimation][this.currentAnimationFrame]
}
setAnimation(key) {
if (this.currentAnimation !== key) {
this.currentAnimation = key;
this.currentAnimationFrame = 0;
this.animationFrameProgress = this.animationFrameLimit;
}
}
updateAnimationProgress() {
//Downtick frame progress
if (this.animationFrameProgress > 0) {
this.animationFrameProgress -= 1;
return;
}
//Reset the counter
this.animationFrameProgress = this.animationFrameLimit;
this.currentAnimationFrame += 1;
if (this.frame === undefined) {
this.currentAnimationFrame = 0
}
}
//drawing objects to the canvas and automatically putting them in the middle of the gridcell
draw(ctx, cameraPerson) {
const x = this.gameObject.x - 8 + utils.withGrid(10.5) - cameraPerson.x;
const y = this.gameObject.y - 18 + utils.withGrid(6) - cameraPerson.y;
this.isShadowLoaded && ctx.drawImage(this.shadow, x, y);
const [frameX, frameY] = this.frame;
this.isLoaded && ctx.drawImage(this.image,
frameX * 32, frameY * 32,
32,32,
x,y,
32,32
)
this.updateAnimationProgress();
}
}