Add frames and animations

This commit is contained in:
Idrees Hassan
2024-12-13 18:58:47 -05:00
parent 7dab604745
commit bccec6e072

205
birb.js
View File

@@ -10,35 +10,114 @@
// @ts-check
const idle = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 3, 4, 4, 4, 0, 0, 0, 0, 0, 0],
[0, 2, 3, 1, 4, 4, 5, 5, 0, 0, 0, 0],
[0, 0, 3, 3, 4, 5, 5, 5, 5, 5, 0, 0],
[0, 0, 0, 3, 3, 2, 5, 5, 5, 0, 0, 0],
[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
];
class Frame {
/**
* @param {number[][]} pixels
*/
constructor(pixels) {
this.pixels = pixels;
}
/**
* @param {CanvasRenderingContext2D} ctx
* @param {number} direction
*/
draw(ctx, direction) {
for (let y = 0; y < this.pixels.length; y++) {
const row = this.pixels[y];
for (let x = 0; x < this.pixels[y].length; x++) {
const cell = direction === Directions.LEFT ? row[x] : row[this.pixels[y].length - x - 1];
ctx.fillStyle = colors[cell];
ctx.fillRect(x * CANVAS_PIXEL_SIZE, y * CANVAS_PIXEL_SIZE, CANVAS_PIXEL_SIZE, CANVAS_PIXEL_SIZE);
};
};
}
}
class Anim {
/**
* @param {Frame[]} frames
* @param {number[]} durations
* @param {boolean} loop
*/
constructor(frames, durations, loop = true) {
this.frames = frames;
this.durations = durations;
this.loop = loop;
}
getAnimationDuration() {
return this.durations.reduce((a, b) => a + b, 0);
}
/**
* @param {CanvasRenderingContext2D} ctx
* @param {number} direction
* @param {number} timeStart The start time of the animation in milliseconds
* @returns {boolean} Whether the animation is complete
*/
draw(ctx, direction, timeStart) {
let time = Date.now() - timeStart;
const duration = this.getAnimationDuration();
if (this.loop) {
time %= duration;
}
let totalDuration = 0;
for (let i = 0; i < this.durations.length; i++) {
totalDuration += this.durations[i];
if (time < totalDuration) {
this.frames[i].draw(ctx, direction);
return false;
}
}
// Draw the last frame if the animation is complete
this.frames[this.frames.length - 1].draw(ctx, direction);
return true;
}
}
const sharedFrames = {
base: new Frame([
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 3, 4, 4, 4, 0, 0, 0, 0, 0, 0],
[0, 2, 3, 1, 4, 4, 5, 5, 0, 0, 0, 0],
[0, 0, 3, 3, 4, 5, 5, 5, 5, 5, 0, 0],
[0, 0, 0, 3, 3, 2, 5, 5, 5, 0, 0, 0],
[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
]),
headDown: new Frame([
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 3, 4, 4, 4, 5, 5, 0, 0, 0, 0],
[0, 2, 3, 1, 4, 5, 5, 5, 5, 5, 0, 0],
[0, 0, 3, 3, 3, 2, 5, 5, 5, 0, 0, 0],
[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
]),
};
const Animations = {
STILL: new Anim([sharedFrames.base], [1000]),
IDLE: new Anim([
sharedFrames.base,
sharedFrames.headDown
], [
750,
250
]),
};
const bob = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 3, 4, 4, 4, 5, 5, 0, 0, 0, 0],
[0, 2, 3, 1, 4, 5, 5, 5, 5, 5, 0, 0],
[0, 0, 3, 3, 3, 2, 5, 5, 5, 0, 0, 0],
[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
];
const colors = {
0: "transparent",
@@ -50,7 +129,8 @@ const colors = {
};
// Number of pixels per unit
const PIXEL_SIZE = 4;
const CANVAS_PIXEL_SIZE = 6;
const WINDOW_PIXEL_SIZE = CANVAS_PIXEL_SIZE / 2;
const styles = `
canvas {
@@ -69,8 +149,8 @@ document.head.appendChild(styleElement);
// Insert a canvas element into the body with the same dimensions as the 2D array
const canvas = document.createElement("canvas");
canvas.width = idle[0].length * PIXEL_SIZE;
canvas.height = idle.length * PIXEL_SIZE;
canvas.width = sharedFrames.base.pixels[0].length * CANVAS_PIXEL_SIZE;
canvas.height = sharedFrames.base.pixels.length * CANVAS_PIXEL_SIZE;
document.body.appendChild(canvas);
/** @type {CanvasRenderingContext2D} */
@@ -87,14 +167,15 @@ const States = {
HOP: "hop",
};
const HOP_HEIGHT = PIXEL_SIZE * 3;
const HOP_HEIGHT = CANVAS_PIXEL_SIZE * 2;
const MAX_HOP_TICKS = 24;
let direction = Directions.RIGHT;
let state = States.IDLE;
let ticks = 0;
let hopTicks = 0;
let sprite = idle;
let animStart = Date.now();
let currentAnimation = Animations.IDLE;
let modY = 0;
let modX = 0;
@@ -104,23 +185,18 @@ function update() {
if (state === States.IDLE) {
if (Math.random() < 0.0025) {
state = States.HOP;
sprite = idle;
setAnimation(Animations.STILL);
console.log("Hopping");
} else if (ticks % 60 < 12) {
sprite = bob;
} else {
sprite = idle;
}
} else if (state === States.HOP) {
hopTicks++;
if (hopTicks >= MAX_HOP_TICKS) {
state = States.IDLE;
hopTicks = 0;
setAnimation(Animations.IDLE);
}
modX += 1.4 * direction;
modY = Math.sin(hopTicks / MAX_HOP_TICKS * Math.PI) * HOP_HEIGHT;
// Round to the nearest scale
modY = Math.round(modY / PIXEL_SIZE) * PIXEL_SIZE;
}
}
@@ -131,17 +207,10 @@ function draw() {
// Clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw the bird
for (let y = 0; y < sprite.length; y++) {
const row = sprite[y];
for (let x = 0; x < sprite[y].length; x++) {
const cell = direction === Directions.LEFT ? row[x] : row[sprite[y].length - x - 1];
ctx.fillStyle = colors[cell];
ctx.fillRect(x * PIXEL_SIZE, y * PIXEL_SIZE, PIXEL_SIZE, PIXEL_SIZE);
};
};
// Modify canvas position by modY
canvas.style.bottom = `${modY}px`;
canvas.style.left = `${modX}px`;
currentAnimation.draw(ctx, direction, animStart);
// Update position
setX(modX);
setY(roundToPixel(modY));
}
draw();
@@ -149,7 +218,37 @@ draw();
canvas.addEventListener("click", () => {
if (state === States.IDLE) {
state = States.HOP;
sprite = idle;
setAnimation(Animations.STILL);
hopTicks = 0;
}
});
});
/**
* Set the current animation and reset the animation timer
* @param {Anim} animation
*/
function setAnimation(animation) {
currentAnimation = animation;
animStart = Date.now();
}
/**
* @param {number} value
*/
function roundToPixel(value) {
return Math.round(value / WINDOW_PIXEL_SIZE) * WINDOW_PIXEL_SIZE;
}
/**
* @param {number} x
*/
function setX(x) {
canvas.style.left = `${x}px`;
}
/**
* @param {number} y
*/
function setY(y) {
canvas.style.bottom = `${y}px`;
}