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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;
}
//set up shadow
this.shadow = new Image();
this.useShadow = true;
if (this.useShadow) {
this.shadow.src = "./images/characters/shadow.png";
}
this.shadow.onload = () => {
this.isShadowLoaded = true;
}
//config anim and init state
this.animations = config.animations || {
"idle-down" : [ [0,0] ],
"idle-right": [ [0,2] ],
"idle-up" : [ [0,3] ],
"idle-left" : [ [0,1] ],
"walk-down" : [ [1,0],[2,0],[3,0],[0,0]] ,
"walk-right": [ [1,2],[2,2],[3,2],[4,2],[5,2],[6,2],[7,2]],
"walk-up" : [ [1,3],[2,3],[3,3],[0,3]],
"walk-left" : [ [1,1],[2,1],[3,1],[4,1],[5,1],[6,1],[7,1]]
}
this.currentAnimation = "idle-right"; //config.currentAnimation || "idle-down";
this.currentAnimationFrame = 0;
this.animationFrameLimit = config.animationFrameLimit || 6;
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 counter
this.animationFrameProgress = this.animationFrameLimit;
this.currentAnimationFrame += 1;
if(this.frame === undefined) {
this.currentAnimationFrame = 0;
}
}
draw(ctx, cameraPerson) {
if (this.gameObject.isMonster) {
const x = this.gameObject.x - 24 + utils.withGrid16(27.5) - cameraPerson.x;
const y = this.gameObject.y - 12 + utils.withGrid20(11.0) - cameraPerson.y;
this.isShadowLoaded && ctx.drawImage(this.shadow, x + 23, y + 12)
this.isLoaded && ctx.drawImage(
this.image,
0,
0,
72,
64,
x,
y,
72,
64
)
} else {
const x = this.gameObject.x + utils.withGrid16(27.5) - cameraPerson.x;
const y = this.gameObject.y + utils.withGrid20(11.0) - cameraPerson.y;
this.isShadowLoaded && ctx.drawImage(this.shadow, x, y);
const [frameX, frameY] = this.frame;
this.isLoaded && ctx.drawImage(
this.image,
frameX * 32,
frameY * 48,
32,
48,
x,
y,
32,
48
)
}
this.updateAnimationProgress();
}
//*may need to adjust cut sizes for attack effects and other objects
}