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create a CharacterSprite class

add ability to switch between character graphics by pressing R
main
Colin McMillen 5 years ago
parent
commit
aed6bdd877
  1. 1
      index.html
  2. 128
      main.js

1
index.html

@ -37,6 +37,7 @@
<button id="8x">8x</button>
<img src="res/tf/atlantis/tf_atlantis_tiles.png" id="atlantis" style="display: none">
<img src="res/tf/halloween/ghost1.png" id="ghost" style="display: none">
<img src="res/tf/beasttribes/beast_tribe_2.png" id="cats" style="display: none">
<script src="main.js"></script>
</body>
</html>

128
main.js

@ -196,14 +196,13 @@ class Graphics {
this.ctx_.fillText(string, x, y);
}
drawImage(image, dx, dy) {
const src = image[0];
const sx = image[1];
const sy = image[2];
const width = image[3];
const height = image[4];
drawSprite(sprite, dx, dy) {
this.ctx_.drawImage(
src, sx, sy, width, height, dx, dy, width, height);
sprite.image,
sprite.ulx, sprite.uly,
sprite.width, sprite.height,
dx, dy,
sprite.width, sprite.height);
}
}
@ -248,7 +247,11 @@ class World {
update(timestampMs) {
this.fpsCounter_.update(timestampMs);
const wasRPressed = this.input_.r;
this.input_.update();
if (!wasRPressed && this.input_.r) {
this.player_.cycleSprite();
}
if (this.input_.left) {
this.player_.moveLeft();
}
@ -272,40 +275,71 @@ class World {
}
}
class Sprite {
constructor(image, ulx, uly, width, height) {
this.image = image;
this.ulx = ulx;
this.uly = uly;
this.width = width;
this.height = height;
}
}
class CharacterSprite {
constructor(image, ulx, uly, tileWidth, tileHeight) {
// Assumption: a character sprite consists of 4 rows, which include the
// character facing down, left, right, up (in that order). Each row has 3
// columns, which can be used for a walking animation.
this.down = [];
this.left = [];
this.right = [];
this.up = [];
for (let i = 0; i < 3; i++) {
const x = ulx + i * tileWidth;
this.down.push(new Sprite(
image, x, uly, tileWidth, tileHeight));
this.left.push(new Sprite(
image, x, uly + tileHeight, tileWidth, tileHeight));
this.right.push(new Sprite(
image, x, uly + tileHeight * 2, tileWidth, tileHeight));
this.up.push(new Sprite(
image, x, uly + tileHeight * 3, tileWidth, tileHeight));
}
}
}
class Resources {
constructor() {
const atlantis = document.getElementById('atlantis');
const ghost = document.getElementById('ghost');
const cats = document.getElementById('cats');
const ts = 16;
this.sprites = {
'ground0': [atlantis, 2 * ts, 1 * ts, 16, 16],
'ground1': [atlantis, 3 * ts, 1 * ts, 16, 16],
'ground2': [atlantis, 4 * ts, 1 * ts, 16, 16],
'ground3': [atlantis, 5 * ts, 1 * ts, 16, 16],
'ground4': [atlantis, 6 * ts, 1 * ts, 16, 16],
'ground5': [atlantis, 7 * ts, 1 * ts, 16, 16],
'ground6': [atlantis, 8 * ts, 1 * ts, 16, 16],
'rock0': [atlantis, 1 * ts, 2 * ts, 16, 16],
'rock1': [atlantis, 2 * ts, 2 * ts, 16, 16],
'rock2': [atlantis, 3 * ts, 2 * ts, 16, 16],
'anchor0': [atlantis, 21 * ts, 1 * ts, 16, 16],
'seaweed0': [atlantis, 20 * ts, 2 * ts, 16, 32],
'seaweed1': [atlantis, 16 * ts, 2 * ts, 16, 32],
'coral0': [atlantis, 15 * ts, 9 * ts, 32, 16],
'rockpile0': [atlantis, 17 * ts, 10 * ts, 32, 32],
'ghostdown0': [ghost, 0, 0, 24, 36],
'ghostdown1': [ghost, 26, 0, 24, 36],
'ghostdown2': [ghost, 52, 0, 24, 36],
'ghostleft0': [ghost, 0, 36, 24, 36],
'ghostleft1': [ghost, 26, 36, 24, 36],
'ghostleft2': [ghost, 52, 36, 24, 36],
'ghostright0': [ghost, 0, 72, 24, 36],
'ghostright1': [ghost, 26, 72, 24, 36],
'ghostright2': [ghost, 52, 72, 24, 36],
'ghostup0': [ghost, 0, 108, 24, 36],
'ghostup1': [ghost, 26, 108, 24, 36],
'ghostup2': [ghost, 52, 108, 24, 36],
'ground0': new Sprite(atlantis, 2 * ts, 1 * ts, 16, 16),
'ground1': new Sprite(atlantis, 3 * ts, 1 * ts, 16, 16),
'ground2': new Sprite(atlantis, 4 * ts, 1 * ts, 16, 16),
'ground3': new Sprite(atlantis, 5 * ts, 1 * ts, 16, 16),
'ground4': new Sprite(atlantis, 6 * ts, 1 * ts, 16, 16),
'ground5': new Sprite(atlantis, 7 * ts, 1 * ts, 16, 16),
'ground6': new Sprite(atlantis, 8 * ts, 1 * ts, 16, 16),
'rock0': new Sprite(atlantis, 1 * ts, 2 * ts, 16, 16),
'rock1': new Sprite(atlantis, 2 * ts, 2 * ts, 16, 16),
'rock2': new Sprite(atlantis, 3 * ts, 2 * ts, 16, 16),
'anchor0': new Sprite(atlantis, 21 * ts, 1 * ts, 16, 16),
'seaweed0': new Sprite(atlantis, 20 * ts, 2 * ts, 16, 32),
'seaweed1': new Sprite(atlantis, 16 * ts, 2 * ts, 16, 32),
'coral0': new Sprite(atlantis, 15 * ts, 9 * ts, 32, 16),
'rockpile0': new Sprite(atlantis, 17 * ts, 10 * ts, 32, 32),
'ghost': new CharacterSprite(ghost, 0, 0, 26, 36),
'cat0': new CharacterSprite(cats, 0, 0, 26, 36),
'cat1': new CharacterSprite(cats, 26 * 3, 0, 26, 36),
'cat2': new CharacterSprite(cats, 26 * 6, 0, 26, 36),
'cat3': new CharacterSprite(cats, 26 * 9, 0, 26, 36),
'cat4': new CharacterSprite(cats, 0, 36 * 4, 26, 36),
'cat5': new CharacterSprite(cats, 26 * 3, 36 * 4, 26, 36),
'cat6': new CharacterSprite(cats, 26 * 6, 36 * 4, 26, 36),
'cat7': new CharacterSprite(cats, 26 * 9, 36 * 4, 26, 36),
}
}
}
@ -316,6 +350,21 @@ class Player {
this.x = (SNES_WIDTH - 26) / 2;
this.y = (SNES_HEIGHT - 36) / 2;
this.orientation = Orientation.DOWN;
this.spriteNames_ = [
'ghost', 'cat0', 'cat1', 'cat2', 'cat3', 'cat4', 'cat5', 'cat6',
'cat7'];
this.spriteNamesIdx_ = 3;
}
get spriteName() {
return this.spriteNames_[this.spriteNamesIdx_];
}
cycleSprite() {
this.spriteNamesIdx_++;
if (this.spriteNamesIdx_ >= this.spriteNames_.length) {
this.spriteNamesIdx_ = 0;
}
}
moveLeft() {
@ -359,8 +408,8 @@ class PlayerRenderer {
draw(gfx, sprites, player) {
let spriteIndex = Math.floor((this.frameNum % 40) / 10);
if (spriteIndex == 3) { spriteIndex = 1; }
const spriteName = 'ghost' + player.orientation + spriteIndex;
gfx.drawImage(sprites[spriteName], player.x, player.y);
const charSprite = sprites[player.spriteName][player.orientation][spriteIndex];
gfx.drawSprite(charSprite, player.x, player.y);
this.frameNum++;
}
}
@ -423,7 +472,7 @@ class TileRenderer {
const dy = tileSize * i;
const sprite = spriteLookup[layer1[i][j]];
if (sprite) {
gfx.drawImage(sprite, dx, dy);
gfx.drawSprite(sprite, dx, dy);
}
}
}
@ -433,12 +482,11 @@ class TileRenderer {
const dy = tileSize * i;
const sprite = spriteLookup[layer2[i][j]];
if (sprite) {
gfx.drawImage(sprite, dx, dy);
gfx.drawSprite(sprite, dx, dy);
}
}
}
}
}
class GamepadRenderer {

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