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Sprite.js
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105 lines (91 loc) · 2.76 KB
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class Sprite {
constructor(config) {
//Set up the image
this.image = new Image();
this.image.src = config.src; // <-- when creating a new sprite we will pass in a configuration
//
this.image.onload = () => {
this.isLoaded = true;
};
//Shadow
this.shadow = new Image(); // <--- create a new image in memory
this.useShadow = true; //config.useShadow || false
if (this.useShadow) {
this.shadow.src = "/images/characters/shadow.png";
}
this.shadow.onload = () => {
this.isShadowLoaded = true;
};
//Configure Animation & Initial State
this.animations = config.animations || {
"idle-down": [[0, 0]], // <--- idle down will just use this one frame at 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 down uses 4 frames to make it appear as though the sprite is walking
"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 will be a key in our animations
this.currentAnimation = "idle-right"; // config.currentAnimation || "idle-down";
// which array within the array are we showing to start
this.currentAnimationFrame = 0;
this.animationFrameLimit = config.animationFrameLimit || 8;
this.animationFrameProgress = this.animationFrameLimit;
//Reference 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;
}
}
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();
}
}