EDITED: The following renders sprite sheet images; now I need to give different behavior to each entity: key movement to boy, random animation to owl. I can do this with isolated images, but where/how to include behavior for each drawImage instance? Thanks.
<script>
var width = 50,
height = 50,
frames = 3,
currentFrame = 0,
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
image = new Image();
image.src = "sprites.png"
var draw = function(){
ctx.clearRect(200, 400, width, height); //boy
ctx.clearRect(150, 300, width, height); //owl
ctx.clearRect(50, 400, width, height); //goat
ctx.drawImage(image, 0, height * currentFrame, width, height, 200,400, width, height); //boy
ctx.drawImage(image, 50, 50 * 2, width, height, 150, 300, width, height); //owl
ctx.drawImage(image, 150, 50 * currentFrame, width, height, 50, 400, width, height); //goat
ctx.drawImage(image, 100, 50 * 3, width, height, 150, 400, width, height); //bush
if (currentFrame == frames) {
currentFrame = 0;
} else {
currentFrame++;
}
}
setInterval(draw, 550);
You could create a function to get the tile position and size based on the spritesheet layout. This makes these sort of things easier to handle. Provide index [0, 15] and you'll get back an object with the tile's position:
function getTile(index) {
var row = (index / 4)|0, // line
col = index % 4, // column
w = 50, // tile width and height
h = 50;
return {
x: col * w,
y: row * h,
w: w,
h: h
}
}
The drawImage()
method works this way (for this overload):
drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh);
where s* are the source coordinates in your spritesheet, and d* is destination position and size for the clipped region you get from the s* coordinates.
So here you could do:
var width = 50,
height = 50,
frames = 16,
currentFrame = 0,
canvas = document.getElementById("myCanvas"),
ctx = canvas.getContext("2d"),
image = new Image();
image.onload = function() {
setInterval(draw, 400); // start when image has finished loading
}
image.src = "sprites.png"
function draw(){
ctx.clearRect(0, 0, width, height);
var tile = getTile(currentFrame);
ctx.drawImage(image, tile.x, tile.y, tile.w, tile.h, 0, 0, width, height);
currentFrame++;
if (currentFrame === frames) {
currentFrame = 0;
}
}