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JavaScript lightweight and simple in usage library that helps animating canvas sprites. What makes sprite.js so special is ability to controll frame rate without using setTimeout() or setInterval(). Visit Demo page.

Getting Started

1. Download

You can fork or download the plugin from GitHub, or you can install it through npm or bower.

$ npm install sprites.js 
$ bower install sprites.js

2. Insert required files

In the page's footer, just before </body>, include Javascript files:

<script src="sprites.min.js"></script>
<script src="custom.js"></script>

3. Create the HTML markup

Inside page's body place canvas with custom id. Ex.:

<div>
    <canvas id="my-sprite"></canvas>
</div>

Usage

Inside your custom .js file create new object which will represent your sprite:

var example = new Sprite({
    src: 'img/papuga.png',
    id: 'my-sprite',
    width: 160,
    height: 156,
    image_width: 1280,
    err: true
});

Some properties are optionall. **Below you can find a table with all available properties and methods. **

After object is created you can render it:

example.render(1);

Or play animation loop:

example.loop();

To see more examples please visit demo page.

Browser Support

Sprite.js is based on HTML5 Canvas API and requestAnimationFrame which are partially/not supported in Opera Mini Browsers at the moment. These functionalities are the core of this library and cannot be replaced in order to work with older browsers or Opera Mini.

Browser Support

Options

These options can be used only on sprite initialization:

property default optional type description
src undefined no string Path to image
id undefined no string Selects canvas tag which is going to be used for animation
width undefined no number Single frame width
height undefined no number Single frame height
image_width src width yes number You can use this option to crop or extend image on right side. Keep in mind that this property is used to calculate amount of frames.
err false yes boolean Errors will print in developers tools console

Methods

// In order to skip parameter type null or undefined. Instead of specific parameter default value will be used.

/**
 * Loop sprite
 * @param {number} fps -> recommended fps < 60. Default 60.
 * @param {string} direction -> "backward". Default null.
 * @param {number} n -> amount of loops. By default set to 0 which equals infinity.
 */
this.loop(fps, direction, n);

/**
 * Play animation. You can set range of animation, fps, and number of passes (loop).
 * @param {number} fps -> Default 60.
 * @param {number} from -> Animation start frame. If higher than "to" parameter then it will be played backwards.
 * Default 1.
 * @param {number} to -> End frame. Default is last frame.
 * @param {number} n -> amount of passes. If 0 then play indefinitely. Default 1.
 */
this.play(fps, from, to, n);

/**
 * Return current frame.
 * @return {number} -> frameIndex.
 */
this.frame();

/**
 * Pause animation.
 */
this.pause();

/**
 * Reset animation and optionally jump to specific frame.
 * @param {number} to -> Default 1.
 */
this.reset(to);

/**
 * Render specific frame.
 * @param {number} frame. Required.
 */
this.render(frame);

Contribute

This plugin is made by community for community. If you want to help develop this project you can do it by:

Report a bug Ask for a feature Submit a pull request

Donate

Click here to lend your support to: Open Source Projects - wisniewski94 and make a donation at pledgie.com !

If you find this project useful you can also consider buying me a small coffee ;)

About

Sprites.js is simple canvas sprites animation library. No setTimeout() or setInterval(). Just rAF.

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