<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<title>Sprite Sheet Animation</title>
</head>
<body>
<canvas id="myCanves" width="100" height="100">
<!-- Insert fallback content here -->
</canvas>
<script>
var _width = 100;
var _height = 100;
var _frame = 4;
var _currentFrameCount = 0;
var ctx;
canvas = document.getElementById("myCanves");
ctx = canvas.getContext("2d");
var img = new Image();
img.src = "sprite.png";
img.onload = draw;
function draw ()
{
ctx.clearRect(0, 0, _width, _height); //to clear previously draw sprite before drawing new.
ctx.drawImage(img, 0, _height * _currentFrameCount, _width, _height, 0, 0, _width, _height); //to draw a sprite sheet with given height width and co-ordinates.
if(_currentFrameCount == _frame)
{
_currentFrameCount = 0;
}
else
{
_currentFrameCount++;
}
}
setInterval(draw, 100); // to call a draw function in a regular interval.
</script>
</body>
</html>
<html>
<head>
<meta charset="UTF-8" />
<title>Sprite Sheet Animation</title>
</head>
<body>
<canvas id="myCanves" width="100" height="100">
<!-- Insert fallback content here -->
</canvas>
<script>
var _width = 100;
var _height = 100;
var _frame = 4;
var _currentFrameCount = 0;
var ctx;
canvas = document.getElementById("myCanves");
ctx = canvas.getContext("2d");
var img = new Image();
img.src = "sprite.png";
img.onload = draw;
function draw ()
{
ctx.clearRect(0, 0, _width, _height); //to clear previously draw sprite before drawing new.
ctx.drawImage(img, 0, _height * _currentFrameCount, _width, _height, 0, 0, _width, _height); //to draw a sprite sheet with given height width and co-ordinates.
if(_currentFrameCount == _frame)
{
_currentFrameCount = 0;
}
else
{
_currentFrameCount++;
}
}
setInterval(draw, 100); // to call a draw function in a regular interval.
</script>
</body>
</html>
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