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March 26, 2016 23:05
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Animate a coin sprite with ES2015
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class AssetManager { | |
constructor() { | |
this.successCount = 0; | |
this.errorCount = 0; | |
this.loadQueue = []; | |
this.cache = {}; | |
} | |
enqueueAsset(path) { | |
this.loadQueue.push(path); | |
} | |
downloadAll(callback) { | |
if (this.loadQueue.length === 0) { | |
callback(); | |
} | |
for (let i = 0; i < this.loadQueue.length; i++) { | |
let img = new Image(); | |
img.onload = () => { | |
this.successCount++; | |
if (this.isComplete()) { | |
callback(); | |
} | |
}; | |
img.onerror = () => { | |
this.errorCount++; | |
if (this.isComplete()) { | |
callback(); | |
} | |
}; | |
img.src = this.loadQueue[i]; | |
this.cache[this.loadQueue[i]] = img; | |
} | |
} | |
isComplete() { | |
return this.loadQueue.length === this.successCount + this.errorCount; | |
} | |
getAsset(path) { | |
return this.cache[path]; | |
} | |
} | |
class Coin { | |
constructor(x=0, y=0, spriteSheet, coinCount) { | |
this.x = x; | |
this.y = y; | |
this.count = 0; | |
this.spriteSheet = spriteSheet; | |
this.coinWidth = Math.floor(this.spriteSheet.width / coinCount); | |
this.coinHeight = this.spriteSheet.height; | |
} | |
update(dt) { | |
if (this.count === 9) { | |
this.count = 0; | |
} else { | |
this.count++; | |
} | |
this.x = this.count * this.coinWidth; | |
this.y = this.coinHeight; | |
} | |
render(context, tFrame) { | |
context.drawImage(this.spriteSheet, this.x, 0, this.coinWidth, this.coinHeight, 0, 0, this.coinWidth, this.coinHeight); | |
} | |
} | |
let animation = { | |
width: window.innerWidth, | |
height: window.innerHeight, | |
fps: 60, | |
canvas: document.getElementsByClassName('animation')[0], | |
stopMain: 0, | |
lastTick: 0, | |
tickLength: 0, | |
lastRender: 0 | |
}; | |
let animate = window.requestAnimationFrame || | |
window.webkitRequestAnimationFrame || | |
window.mozRequestAnimationFrame || | |
function(callback) { | |
return window.setTimeout(callback, 1000 / animation.fps); | |
}; | |
animation.canvas.width = animation.width; | |
animation.canvas.height = animation.height; | |
animation.canvas.focus(); | |
animation['ctx'] = animation.canvas.getContext('2d'); | |
let coin = null; | |
let update = function(dt) { | |
'use strict'; | |
coin.update(dt); | |
}; | |
let render = function(tFrame) { | |
'use strict'; | |
animation.ctx.clearRect(0, 0, coin.coinWidth, coin.coinHeight); | |
coin.render(animation.ctx, tFrame); | |
}; | |
let queueUpdates = function(numTicks) { | |
for (let i = 0; i < numTicks; i++) { | |
animation.lastTick = animation.lastTick + animation.tickLength; | |
update(animation.lastTick); | |
} | |
}; | |
let main = function(tFrame) { | |
animation.stopMain = animate(main); | |
let nextTick = animation.lastTick + animation.tickLength; | |
let numTicks = 0; | |
if (tFrame > nextTick) { | |
let timeSinceTick = tFrame - animation.lastTick; | |
numTicks = Math.floor(timeSinceTick / animation.tickLength); | |
} | |
//update(); | |
queueUpdates(numTicks); | |
render(tFrame); | |
animation.lastRender = tFrame; | |
}; | |
let assetManager = new AssetManager(); | |
assetManager.enqueueAsset('coin-sprite-sheet.png'); | |
assetManager.downloadAll(function() { | |
coin = new Coin(0, 0, assetManager.getAsset('coin-sprite-sheet.png'), 10); | |
animation.lastTick = performance.now(); | |
animation.lastRender = animation.lastTick; | |
animation.tickLength = animation.fps; | |
main(performance.now()); | |
}); |
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<!doctype html> | |
<html> | |
<head> | |
<title>Coin Animation</title> | |
<style> | |
*, body { | |
width: 100%; | |
height:100%; | |
margin: 0; | |
padding: 0; | |
} | |
.animation { | |
display: block; | |
margin: 0 auto; | |
} | |
</style> | |
</head> | |
<body> | |
<canvas class="animation"></canvas> | |
<script type="application/javascript" src="coin.js"></script> | |
</body> | |
</html> |
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