feat(#15): add basic animations implementation

This commit is contained in:
Juan Sebastián Montoya 2024-09-20 08:35:05 -05:00
parent 36bebe5237
commit 9403de1042
2 changed files with 105 additions and 19 deletions

View file

@ -50,6 +50,21 @@ const foregroundCollisionMaps = [
const clicableObjects = ["debug", "level1", "level2"]; const clicableObjects = ["debug", "level1", "level2"];
const playerAnimations = {
idle: {
left: [51],
right: [17],
top: [34],
bottom: [0],
},
walk: {
left: [51, 52, 53, 54],
right: [17, 18, 19, 20],
top: [34, 35, 36, 37],
bottom: [0, 1, 2, 3],
},
};
class Game extends GameObject { class Game extends GameObject {
constructor({ canvas }) { constructor({ canvas }) {
super(); super();
@ -63,11 +78,11 @@ class Game extends GameObject {
const player = new Player({ const player = new Player({
speed: 1, speed: 1,
gameObjects: [new SpriteSheet({ imageId: "character", tileHeight: 32 })], gameObjects: [new SpriteSheet({ imageId: "character", tileHeight: 32 })],
animations: playerAnimations,
x: 6 * TILE_SIZE, x: 6 * TILE_SIZE,
y: 4 * TILE_SIZE, y: 4 * TILE_SIZE,
width: TILE_SIZE, width: TILE_SIZE,
height: 2 * TILE_SIZE, height: 2 * TILE_SIZE,
debug: true,
}); });
const camera = new Camera({ const camera = new Camera({
gameObjects: [ gameObjects: [
@ -78,7 +93,7 @@ class Game extends GameObject {
], ],
target: player, target: player,
}); });
const fpsCounter = new FpsCounter({ debug: false }); const fpsCounter = new FpsCounter();
this.gameObjects = [canvasResizer, camera, fpsCounter]; this.gameObjects = [canvasResizer, camera, fpsCounter];
this.canvas = canvas; this.canvas = canvas;

View file

@ -1,26 +1,40 @@
import { GAME_HEIGHT, GAME_WIDTH, TILE_SIZE } from "../constants.js"; import { TILE_SIZE } from "../constants.js";
import { GameObject } from "./game-object.js"; import { GameObject } from "./game-object.js";
export class Animation extends GameObject {
constructor({ frames = [], name, x = 0, y = 0 }) {
super({ x, y });
this.frames = frames;
this.name = name;
}
}
export class Sprite extends GameObject { export class Sprite extends GameObject {
constructor({ image, x = 0, y = 0, width = 0, height = 0 }) { constructor({ image, x = 0, y = 0, width = 0, height = 0, index = 0 }) {
super({ x, y, height, width }); super({ x, y, height, width });
this.index = index;
this.image = image; this.image = image;
this.imageWidth = this.image.width; this.imageWidth = this.image.width;
this.imageHeight = this.image.height; this.imageHeight = this.image.height;
} }
render(ctx, sourceX, sourceY) { render(ctx, destinationX, destinationY) {
ctx.drawImage( ctx.drawImage(
this.image, this.image,
this.x, this.x,
this.y, this.y,
this.width, this.width,
this.height, this.height,
sourceX, destinationX,
sourceY, destinationY,
this.width, this.width,
this.height this.height
); );
if (this.debug) {
ctx.fillStyle = "Red";
ctx.font = "normal 8pt Pixelify Sans";
ctx.fillText(this.index, destinationX, destinationY + 8);
}
} }
} }
@ -29,8 +43,8 @@ export class SpriteSheet extends GameObject {
imageId, imageId,
x = 0, x = 0,
y = 0, y = 0,
tileWidth = 16, tileWidth = TILE_SIZE,
tileHeight = 16, tileHeight = TILE_SIZE,
offsetX = 0, offsetX = 0,
offsetY = 0, offsetY = 0,
}) { }) {
@ -42,31 +56,44 @@ export class SpriteSheet extends GameObject {
this.tileHeight = tileHeight; this.tileHeight = tileHeight;
this.offsetX = offsetX; this.offsetX = offsetX;
this.offsetY = offsetY; this.offsetY = offsetY;
this.sprites = this._getSprites();
} }
_getSprites() { get sprites() {
if (this.gameObjects?.length) {
return this.gameObjects;
}
const sprites = []; const sprites = [];
let index = 0;
for (let row = 0; row < this.imageHeight; row += this.tileHeight) { for (let row = 0; row < this.imageHeight; row += this.tileHeight) {
for (let col = 0; col < this.imageWidth; col += this.tileHeight) { for (let col = 0; col < this.imageWidth; col += this.tileWidth) {
sprites.push( sprites.push(
new Sprite({ new Sprite({
image: this.image, image: this.image,
index,
x: col + this.offsetX, x: col + this.offsetX,
y: row + this.offsetY, y: row + this.offsetY,
width: this.tileWidth, width: this.tileWidth,
height: this.tileHeight, height: this.tileHeight,
}) })
); );
index++;
} }
} }
return sprites;
return (this.gameObjects = sprites);
} }
} }
export class Player extends GameObject { export class Player extends GameObject {
constructor({ gameObjects = [], x = 0, y = 0, speed = 1, ...args }) { constructor({
super({ x, y, gameObjects, ...args }); gameObjects = [],
animations = {},
defaultAnimation = { idle: "bottom" },
x = 0,
y = 0,
speed = 1,
}) {
super({ x, y, gameObjects });
this.speed = speed; this.speed = speed;
this.keys = [ this.keys = [
{ key: "ArrowUp", pressed: false, value: [0, -1] }, { key: "ArrowUp", pressed: false, value: [0, -1] },
@ -82,14 +109,26 @@ export class Player extends GameObject {
this.x = x; this.x = x;
this.y = y; this.y = y;
}); });
// TODO: Decouple animation into animation class
this.animations = animations;
this.defaultAnimation = defaultAnimation;
this.currentAnimation = defaultAnimation;
this.currentAnimationFrame = 0;
} }
update(delta) { update(delta) {
let idle = true;
this.keys.forEach((item) => { this.keys.forEach((item) => {
if (item.pressed) { if (item.pressed) {
this.moveCharacter(...item.value, delta); this.moveCharacter(delta, ...item.value);
this.updateAnimation(delta, "walk", ...item.value);
idle = false;
} }
}); });
if (idle) {
this.updateAnimation(delta, "idle");
}
} }
onKeyPressed(key) { onKeyPressed(key) {
@ -103,16 +142,48 @@ export class Player extends GameObject {
} }
render(ctx, ...args) { render(ctx, ...args) {
// TODO: Decouple animation into animation class
const [x, y] = args; const [x, y] = args;
const [spriteSheet] = this.gameObjects; const [spriteSheet] = this.gameObjects;
const [item] = spriteSheet.sprites; if (this.debug) {
item.render(ctx, this.x - x, this.y - y); spriteSheet.sprites.forEach((item, index) => {
item.render(ctx, this.x - x + index * TILE_SIZE, this.y - y);
});
} else {
const [currentAnimationKey] = Object.keys(this.currentAnimation);
const currentAnimationDirection =
this.currentAnimation[currentAnimationKey];
const frames =
this.animations[currentAnimationKey][currentAnimationDirection];
if (!frames) {
throw Error("No animation defined for " + this.currentAnimation);
}
const item = frames.map((frame) => spriteSheet.sprites[frame])[
Math.floor(this.currentAnimationFrame) % frames.length
];
item.render(ctx, this.x - x, this.y - y);
}
} }
moveCharacter(dx, dy, delta) { moveCharacter(delta, dx, dy) {
const speed = Math.floor(delta * this.speed * 100); const speed = Math.floor(delta * this.speed * 100);
this.x = this.x + dx * speed; this.x = this.x + dx * speed;
this.y = this.y + dy * speed; this.y = this.y + dy * speed;
// TODO: Check for collisions and stop movement if needed // TODO: Check for collisions and stop movement if needed
} }
// TODO: Decouple animation into animation class
updateAnimation(delta, animation, dx, dy) {
if (animation === "idle") {
const [value] = Object.values(this.currentAnimation);
this.currentAnimation = { [animation]: value };
return;
}
if (dx !== 0) {
this.currentAnimation = { [animation]: dx > 0 ? "right" : "left" };
} else if (dy !== 0) {
this.currentAnimation = { [animation]: dy > 0 ? "bottom" : "top" };
}
this.currentAnimationFrame += 10 * delta;
}
} }