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https://github.com/NohamR/Pocket-Bird.git
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Move sprite related files to separate folder
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92
src/animation/anim.js
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92
src/animation/anim.js
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import Frame from "./frame.js";
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import { BirdType } from "./sprites";
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class Anim {
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/**
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* @param {Frame[]} frames
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* @param {number[]} durations
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* @param {boolean} loop
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*/
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constructor(frames, durations, loop = true) {
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this.frames = frames;
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this.durations = durations;
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this.loop = loop;
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this.lastFrameIndex = -1;
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this.lastDirection = null;
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this.lastTimeStart = null;
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}
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getAnimationDuration() {
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return this.durations.reduce((a, b) => a + b, 0);
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}
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/**
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* Get the current frame index based on elapsed time
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* @param {number} time The elapsed time since animation start
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* @returns {number} The index of the current frame
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*/
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getCurrentFrameIndex(time) {
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let totalDuration = 0;
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for (let i = 0; i < this.durations.length; i++) {
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totalDuration += this.durations[i];
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if (time < totalDuration) {
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return i;
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}
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}
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return this.frames.length - 1;
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}
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/**
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* Clear the cached frame state
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*/
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#clearCache() {
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this.lastFrameIndex = -1;
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this.lastDirection = null;
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}
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/**
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* Check if the frame needs to be redrawn
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* @param {number} frameIndex The current frame index
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* @param {number} direction The current direction
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* @returns {boolean} Whether the frame needs to be redrawn
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*/
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#shouldRedraw(frameIndex, direction) {
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return frameIndex !== this.lastFrameIndex || direction !== this.lastDirection;
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}
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/**
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* @param {CanvasRenderingContext2D} ctx
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* @param {number} direction
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* @param {number} timeStart The start time of the animation in milliseconds
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* @param {number} canvasPixelSize The size of a canvas pixel in pixels
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* @param {BirdType} [species] The species to use for the animation
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* @returns {boolean} Whether the animation is complete
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*/
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draw(ctx, direction, timeStart, canvasPixelSize, species) {
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// Reset cache if animation was restarted
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if (this.lastTimeStart !== timeStart) {
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this.#clearCache();
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this.lastTimeStart = timeStart;
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}
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let time = Date.now() - timeStart;
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const duration = this.getAnimationDuration();
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if (this.loop) {
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time %= duration;
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}
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const currentFrameIndex = this.getCurrentFrameIndex(time);
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if (this.#shouldRedraw(currentFrameIndex, direction)) {
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this.frames[currentFrameIndex].draw(ctx, direction, canvasPixelSize, species);
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this.lastFrameIndex = currentFrameIndex;
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this.lastDirection = direction;
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}
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// Return whether animation is complete (for non-looping animations)
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return !this.loop && time >= duration;
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}
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}
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export default Anim;
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