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sprite.js
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sprite.js
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window.ResourceId = 0;
var SpriteSilentLoad = false; // Do not output to loading state to console; if enabled.
var Sprite = function(fn) {
var that = this;
var root = this;
this.filename = fn;
this.TO_RADIANS = Math.PI/180;
this.image = null;
this.is_pattern = false;
this.pattern = null;
this.pattern_x_times = 0;
this.width = 0;
this.height = 0;
this.image = null;
this.load = function(filename) {
this.image = new Image();
this.image.onload = function(event) {
that.width = this.width;
that.height = this.height;
// Only count resources loaded from the resource folder here, not sprites explicitly created by programmer; because otherwise it'll mess with the loading bar counter
// Programmer-instantiated sprites are a special case and should be handled separately
if (fn.substr(0,9) == "resources")
window.ResourceId++;
if (SpriteSilentLoad)
console.log("Loaded sprite (" + that.width + "x" + that.height + ") " + fn + " ("+window.ResourceId+" of " + game.resourceNumber + ")");
if (window.ResourceId >= game.resourceNumber) {
game.ResourcesLoaded = true;
console.log("All resources have finished downloading.");
}
};
this.image.src = filename;
return this;
};
this.to_pattern = function(x_times) { this.pattern_x_times = x_times; this.pattern = Context.context.createPattern(this.image, 'repeat'); this.is_pattern = true; };
this.spritesheet = null;
this.rect = new Rectangle(0, 0, 0, 0);
// Load from spritesheet
if (fn instanceof Spritesheet) { this.spritesheet = fn; this.image = this.spritesheet.image; } else
// Load from sprite
if (fn != undefined && fn != "" && fn != null) this.load(fn); else console.log("Unable to load sprite. Filename '" + fn + "' is undefined or null.");
// Check if this sprite was pressed on (with either mouse or touch)
this.pressed = function() {
if (that) {
that.rect.x = that.x;
that.rect.y = that.y;
that.rect.width = that.width;
that.rect.height = that.height;
return that.rect.pressed();
}
return false;
}
// Check if point inside rectangle of this sprite
this.pointInside = function(px, py) {
if (that) {
that.rect.x = that.x;
that.rect.y = that.y;
that.rect.width = that.width;
that.rect.height = that.height;
// gfx.globalAlpha = 0.25;
//that.rect.draw("white"); // for debugging touchable areas
// gfx.globalAlpha = 1;
return that.rect.pointInside(px, py);
}
return false;
};
this.drawHC = function(y, scale) {
if (scale == undefined) scale = 1;
var x = (($("#game").width()/2)-(that.width/2));
that.x = x;
that.y = y;
Context.context.save();
Context.context.scale(scale, scale);
// Context.context.translate(that.x, that.y);
Context.context.drawImage(this.image, that.x, that.y, that.width, that.height);
Context.context.restore();
}
// Normal draw
this.drawOldVersion = function(x, y) {
that.x = x;
that.y = y;
Context.context.drawImage(this.image, x, y, BLOCK_W, BLOCK_H);
};
this.draw = function(x, y, various, sprite_width, cellsPerWidth) {
that.x = x;
that.y = y;
// Draw regular sprite
if (various == undefined) {
Context.context.drawImage(this.image, x, y, that.width, that.height);
} else
// If various is a single numeric frame id
if ($.isNumeric(various) && various >= 0) {
var res = i2xy(various, cellsPerWidth);
Context.context.drawImage(this.image, res[0]*cellsPerWidth, res[1]*cellsPerWidth, cellsPerWidth, cellsPerWidth, x, y, cellsPerWidth, cellsPerWidth);
} else
// if various is Animation Sequence - an array like [1,2,3,4] or [17,18,19,20];
if (various.length != undefined && various.length > 0)
{
if (AnimationCounter[AnimationCounterIndex].animationDelay++ >= 3) {
AnimationCounter[AnimationCounterIndex].animationDelay = 0;
AnimationCounter[AnimationCounterIndex].animationIndexCounter++;
if (AnimationCounter[AnimationCounterIndex].animationIndexCounter >= various.length)
AnimationCounter[AnimationCounterIndex].animationIndexCounter = 0;
AnimationCounter[AnimationCounterIndex].animationCurrentFrame = various[AnimationCounter[AnimationCounterIndex].animationIndexCounter];
}
var res = i2xy(AnimationCounter[AnimationCounterIndex].animationCurrentFrame, cellsPerWidth);
Context.context.drawImage(this.image, res[0]*sprite_width, res[1]*sprite_width,
sprite_width, sprite_width, x, y, sprite_width, sprite_width);
AnimationCounterIndex++;
// if (AnimationCounterIndex >= 32000)
// AnimationCounterIndex = 0;
}
};
this.rotAnim = function(x, y, sequence, angle, size, cellsPerWidth, animationDelayX/*, callback_end_sequence*/)
{
that.x = x;
that.y = y;
if (AnimationCounter[AnimationCounterIndex].animationDelay++ >= animationDelayX) {
AnimationCounter[AnimationCounterIndex].animationDelay = 0;
AnimationCounter[AnimationCounterIndex].animationIndexCounter++;
if (AnimationCounter[AnimationCounterIndex].animationIndexCounter >= sequence.length)
AnimationCounter[AnimationCounterIndex].animationIndexCounter = 0;
AnimationCounter[AnimationCounterIndex].animationCurrentFrame = sequence[AnimationCounter[AnimationCounterIndex].animationIndexCounter];
}
var res = i2xy(AnimationCounter[AnimationCounterIndex].animationCurrentFrame, cellsPerWidth);
Context.context.save();
Context.context.translate(x+size/2, y+size/2); // Translate sprite to its center
Context.context.rotate(angle * this.TO_RADIANS); // Rotate sprite around its center
Context.context.drawImage(this.image, res[0]*size, res[1]*size, size, size,
-size/2, -size/2, // Translate sprite back to its original position
size, size);
Context.context.restore();
window.AnimationCounterIndex++;
};
// The difference is that rotAnim2 requires its own custom animation counter object;
// this is useful when you have animated particles, otherwise global counter can quickly get out of control...
this.rotAnim2 = function(x, y, sequence, angle,
size, // size of a single sprite
cellsPerWidth, // # of cells per width in entire spritesheet
animationDelayX,
AnimationCounterObject // pass its own animation counter
/*, callback_end_sequence*/)
{
that.x = x;
that.y = y;
var res = 0;
// Passes its own animation counter object?
if (AnimationCounterObject != null && AnimationCounterObject != undefined) {
if (AnimationCounterObject.animationDelay++ >= animationDelayX) {
AnimationCounterObject.animationDelay = 0;
AnimationCounterObject.animationIndexCounter++;
if (AnimationCounterObject.animationIndexCounter >= sequence.length)
AnimationCounterObject.animationIndexCounter = 0;
AnimationCounterObject.animationCurrentFrame = sequence[AnimationCounterObject.animationIndexCounter];
}
res = i2xy(AnimationCounterObject.animationCurrentFrame, cellsPerWidth);
} else { // Uses global animation counter
/*
if (AnimationCounter[AnimationCounterIndex].animationDelay++ >= animationDelayX) {
AnimationCounter[AnimationCounterIndex].animationDelay = 0;
AnimationCounter[AnimationCounterIndex].animationIndexCounter++;
if (AnimationCounter[AnimationCounterIndex].animationIndexCounter >= sequence.length)
AnimationCounter[AnimationCounterIndex].animationIndexCounter = 0;
AnimationCounter[AnimationCounterIndex].animationCurrentFrame = sequence[AnimationCounter[AnimationCounterIndex].animationIndexCounter];
}
res = i2xy(AnimationCounter[AnimationCounterIndex].animationCurrentFrame, cellsPerWidth);
*/
}
Context.context.save();
Context.context.translate(x+size/2, y+size/2); // Translate sprite to its center
Context.context.rotate(angle * this.TO_RADIANS); // Rotate sprite around its center
Context.context.drawImage(this.image, res[0]*size, res[1]*size, size, size,
-size/2, -size/2, // Translate sprite back to its original position
size, size);
Context.context.restore();
// AnimationCounterIndex++;
};
// Stretched draw
this.draw2 = function(x, y, w, h) {
that.x = x;
that.y = y;
if (this.is_pattern) {
//Context.context.fillStyle = Context.context.createPattern(this.image, 'repeat');;
//Context.context.fillRect(x, y, w, h);
for (var i = 0; i < this.pattern_x_times; i++) {
Context.context.drawImage(this.image, x + w*i, y, w, h);
}
} else {
Context.context.drawImage(this.image, x, y, w, h);
}
};
// Rotated draw
this.rot = function(x, y, angle) {
that.x = x - that.image.width / 2;
that.y = y - that.image.height / 2;
Context.context.save();
Context.context.translate(x, y);
Context.context.rotate(angle * this.TO_RADIANS);
Context.context.drawImage(this.image, -(this.image.width/2), -(this.image.height/2));
Context.context.restore();
};
// Rotated draw
this.rotscale = function(x, y, sx, sy, angle) {
that.x = x - that.image.width / 2;
that.y = y - that.image.height / 2;
Context.context.save();
Context.context.translate(x, y);
Context.context.scale(sx, sy);
Context.context.rotate(angle * this.TO_RADIANS);
Context.context.drawImage(this.image, -(this.image.width/2), -(this.image.height/2));
Context.context.restore();
};
// Rotated draw; around a specific point on the sprite (cpx, cpy)
this.rotscale2 = function(x, y, sx, sy, angle, offsetx, offsety) {
that.x = x - that.image.width / 2;
that.y = y - that.image.height / 2;
that.x -= offsetx;
that.y -= offsety;
// alert(offsetx + "," + offsety);
// that.x
Context.context.save();
Context.context.translate(that.x, that.y);
Context.context.scale(sx, sy);
Context.context.rotate(angle * this.TO_RADIANS);
// if (game != undefined && game.width > 0) {
Context.context.drawImage(this.image, 0,0);//game.width / 2, game.height / 2);
// }
Context.context.restore();
};
};