I am working on a small mario game.
But I can't figure out how to anime sprites. As per example, I have a running mario.gif file (mario is not runnning in the gif)
Click here for the mario picture.
The picture is 60 x 20 pixels. At the moment, this is my code.
class Character {
public y_: number;
public x_: number;
public nFrames: number = 30;
constructor(public _x: number, public _y: number) {
this._x = _x;
this._y = _y;
};
sprite: HTMLImageElement;
setSpriteUrl(input: string) : void {
this.sprite = new Image();
this.sprite.src = input;
}
drawSprite(): void {
ctx.save();
ctx.beginPath();
ctx.drawImage(this.sprite, 0, 0, 15, 20, this._x, this._y, 20, 20);
ctx.restore;
}
}
and after that
var mario = new Character(40, 50);
mario.setSpriteUrl("graphics/mario/small/Running-mario.gif");
the width of the picture is 60 pixels and there are 4 running images of mario. The height of the picture is also 20 pixels.
60/4 = 15.
ctx.drawImage(this.sprite, 0, 0, 15, 20, this._x, this._y, 20, 20);
This would make me think that it I can go from 15 to 30 and it would select the next mario image. Instead it gives me 2 running mario's from the picture.
How does it work? How can select every running stage of mario?
If that is done, should the sprite be animated with a for loop and a timer to do that? To me it doesn't seem like the best practice.. Since I have more sprites to animate then only mario and running.
class Character {
frameWidth: number;
frameHeight: number;
tickCount: number;
ticksPerFrame: number = 1;
frameIndex: number;
jump: boolean;
constructor(public position: Vector, public numberOfFrames : number) {}
sprite: HTMLImageElement;
setSpriteUrl(input: string) : void {
this.sprite = new Image();
this.sprite.src = input;
}
addGravity(): void {
this.position.y += downForce;
if (this.position.y >= 415)
this.position.y = 415;
}
drawSprite(): void {
this.tickCount = this.ticksPerFrame;
if (this.tickCount >= this.ticksPerFrame) {
this.tickCount = 0;
if (this.frameIndex < this.numberOfFrames - 1) {
this.frameIndex += 1;
} else {
this.frameIndex = 0;
}
}
this.frameHeight = this.sprite.height;
this.frameWidth = this.sprite.width / this.numberOfFrames;
this.position.setWidth(this.frameWidth);
this.position.getHeight(this.frameHeight);
ctx.drawImage(this.sprite,
this.frameIndex * this.frameWidth, 0, // Start of slice
this.frameWidth, this.frameHeight, // Size of slice
this.position.x, this.position.y, 15, 20);
}
}
By using sprite this.sprite.height
and this.sprite.width
I can have the size dynamic. This way I can load any sprite.
And Setting Mario
var mario = new Character(new Vector(40,50), 4);
mario.setSpriteUrl("graphics/mario/small/Standing-mario.gif");
mario.numberOfFrames = 1;
numberOfFrames is in this case only 1. Since the standing mario gif has only 1 picture in it.
But if Mario is running.
function keyboardInput(event: KeyboardEvent) {
switch (event.keyCode) {
case 65: case 37: //a
mario.setSpriteUrl("graphics/mario/small/Running-mario-left.gif");
mario.numberOfFrames = 4;
mario.position.x -= 10;
break;
case 38: case 87: //w
mario.numberOfFrames = 1;
mario.setSpriteUrl("graphics/mario/small/Jumping-mario.gif");
if(mario.position.y < 415) {
return false;
}
mario.position.y -= 30;
break;
case 39: case 68: //d
mario.setSpriteUrl("graphics/mario/small/Running-mario.gif");
mario.numberOfFrames = 4;
mario.position.x += 10;
break;
case 40: case 83: //s
mario.position.y += 20;
break;
case 32: //space
break;
default:
mario.setSpriteUrl("graphics/mario/small/Standing-mario.gif");
mario.numberOfFrames = 1;
break;
}
}
If Mario is running, another number of frames is used. Running mario has 4 images inside the gif. Making the numberOfFrames 4.