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Sprite.js
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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
}
//Shadow
this.shadow = new Image()
this.useShadow = true //config.usehadow || false
if (this.useShadow){
this.shadow.src = "./images/characters/shadow.png"
}
this.shadow.onload = () => {
this.isShadowLoaded = true
}
//Configuring Anim
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 = config.currentAnimation || "idle-down"
this.currentAnimationFrame = 0
this.animationFrameLimit = config.animationFrameLimit || 16
this.animationFrameProgress = config.animationFrameLimit
//Reference the gameobject
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()
}
}