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konva/src/shapes/Sprite.js

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(function() {
/**
* Sprite constructor
* @constructor
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* @memberof Kinetic
* @augments Kinetic.Shape
* @param {Object} config
* @param {String} config.animation animation key
* @param {Object} config.animations animation map
* @param {Integer} [config.frameIndex] animation frame index
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* @param {Image} config.image image object
* @@shapeParams
* @@nodeParams
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* @example
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* var imageObj = new Image();
* imageObj.onload = function() {
* var sprite = new Kinetic.Sprite({
* x: 200,
* y: 100,
* image: imageObj,
* animation: 'standing',
* animations: {
* standing: [
* // x, y, width, height (6 frames)
* 0, 0, 49, 109,
* 52, 0, 49, 109,
* 105, 0, 49, 109,
* 158, 0, 49, 109,
* 210, 0, 49, 109,
* 262, 0, 49, 109
* ],
* kicking: [
* // x, y, width, height (6 frames)
* 0, 109, 45, 98,
* 45, 109, 45, 98,
* 95, 109, 63, 98,
* 156, 109, 70, 98,
* 229, 109, 60, 98,
* 287, 109, 41, 98
* ]
* },
* frameRate: 7,
* frameIndex: 0
* });
* };
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* imageObj.src = '/path/to/image.jpg'
*/
Kinetic.Sprite = function(config) {
this.___init(config);
};
Kinetic.Sprite.prototype = {
___init: function(config) {
// call super constructor
Kinetic.Shape.call(this, config);
this.className = 'Sprite';
this._updated = true;
var that = this;
this.anim = new Kinetic.Animation(function() {
// if we don't need to redraw layer we should return false
var updated = that._updated;
that._updated = false;
return updated;
});
this.on('animationChange.kinetic', function() {
// reset index when animation changes
this.frameIndex(0);
});
this.on('frameIndexChange.kinetic', function() {
this._updated = true;
});
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// smooth change for frameRate
this.on('frameRateChange.kinetic', function() {
if (!this.anim.isRunning()) {
return;
}
clearInterval(this.interval);
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this._setInterval();
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});
this.sceneFunc(this._sceneFunc);
this.hitFunc(this._hitFunc);
},
_sceneFunc: function(context) {
var anim = this.getAnimation(),
index = this.frameIndex(),
ix4 = index * 4,
set = this.getAnimations()[anim],
offsets = this.getOffsets(),
x = set[ix4 + 0],
y = set[ix4 + 1],
width = set[ix4 + 2],
height = set[ix4 + 3],
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image = this.getImage();
if(image) {
if (offsets) {
var offset = offsets[anim],
ix2 = index * 2;
context.drawImage(image, x, y, width, height, offset[ix2 + 0], offset[ix2 + 1], width, height);
} else {
context.drawImage(image, x, y, width, height, 0, 0, width, height);
}
}
},
_hitFunc: function(context) {
var anim = this.getAnimation(),
index = this.frameIndex(),
ix4 = index * 4,
set = this.getAnimations()[anim],
width = set[ix4 + 2],
height = set[ix4 + 3];
context.beginPath();
context.rect(0, 0, width, height);
context.closePath();
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context.fillShape(this);
},
_useBufferCanvas: function() {
return (this.hasShadow() || this.getAbsoluteOpacity() !== 1) && this.hasStroke();
},
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_setInterval: function() {
var that = this;
this.interval = setInterval(function() {
that._updateIndex();
}, 1000 / this.getFrameRate());
},
/**
* start sprite animation
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* @method
* @memberof Kinetic.Sprite.prototype
*/
start: function() {
var layer = this.getLayer();
/*
* animation object has no executable function because
* the updates are done with a fixed FPS with the setInterval
* below. The anim object only needs the layer reference for
* redraw
*/
this.anim.setLayers(layer);
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this._setInterval();
this.anim.start();
},
/**
* stop sprite animation
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* @method
* @memberof Kinetic.Sprite.prototype
*/
stop: function() {
this.anim.stop();
clearInterval(this.interval);
},
/**
* determine if animation of sprite is running or not. returns true or false
* @method
* @memberof Kinetic.Animation.prototype
* @returns {Boolean}
*/
isRunning: function() {
return this.anim.isRunning();
},
_updateIndex: function() {
var index = this.frameIndex(),
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animation = this.getAnimation(),
animations = this.getAnimations(),
anim = animations[animation],
len = anim.length / 4;
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if(index < len - 1) {
this.frameIndex(index + 1);
}
else {
this.frameIndex(0);
}
}
};
Kinetic.Util.extend(Kinetic.Sprite, Kinetic.Shape);
// add getters setters
Kinetic.Factory.addGetterSetter(Kinetic.Sprite, 'animation');
/**
* get/set animation key
* @name animation
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* @method
* @memberof Kinetic.Sprite.prototype
* @param {String} anim animation key
* @returns {String}
* @example
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* // get animation key
* var animation = sprite.animation();
*
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* // set animation key
* sprite.animation('kicking');
*/
Kinetic.Factory.addGetterSetter(Kinetic.Sprite, 'animations');
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/**
* get/set animations map
* @name animations
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* @method
* @memberof Kinetic.Sprite.prototype
* @param {Object} animations
* @returns {Object}
* @example
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* // get animations map
* var animations = sprite.animations();
*
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* // set animations map
* sprite.animations({
* standing: [
* // x, y, width, height (6 frames)
* 0, 0, 49, 109,
* 52, 0, 49, 109,
* 105, 0, 49, 109,
* 158, 0, 49, 109,
* 210, 0, 49, 109,
* 262, 0, 49, 109
* ],
* kicking: [
* // x, y, width, height (6 frames)
* 0, 109, 45, 98,
* 45, 109, 45, 98,
* 95, 109, 63, 98,
* 156, 109, 70, 98,
* 229, 109, 60, 98,
* 287, 109, 41, 98
* ]
* });
*/
Kinetic.Factory.addGetterSetter(Kinetic.Sprite, 'offsets');
/**
* get/set offsets map
* @name offsets
* @method
* @memberof Kinetic.Sprite.prototype
* @param {Object} offsets
* @returns {Object}
* @example
* // get offsets map
* var offsets = sprite.offsets();
*
* // set offsets map
* sprite.offsets({
* standing: [
* // x, y (6 frames)
* 0, 0,
* 0, 0,
* 5, 0,
* 0, 0,
* 0, 3,
* 2, 0
* ],
* kicking: [
* // x, y (6 frames)
* 0, 5,
* 5, 0,
* 10, 0,
* 0, 0,
* 2, 1,
* 0, 0
* ]
* });
*/
Kinetic.Factory.addGetterSetter(Kinetic.Sprite, 'image');
/**
* get/set image
* @name image
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* @method
* @memberof Kinetic.Sprite.prototype
* @param {Image} image
* @returns {Image}
* @example
* // get image
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* var image = sprite.image();
*
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* // set image
* sprite.image(imageObj);
*/
Kinetic.Factory.addGetterSetter(Kinetic.Sprite, 'frameIndex', 0);
/**
* set/set animation frame index
* @name frameIndex
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* @method
* @memberof Kinetic.Sprite.prototype
* @param {Integer} frameIndex
* @returns {Integer}
* @example
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* // get animation frame index
* var frameIndex = sprite.frameIndex();
*
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* // set animation frame index
* sprite.frameIndex(3);
*/
Kinetic.Factory.addGetterSetter(Kinetic.Sprite, 'frameRate', 17);
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/**
* get/set frame rate in frames per second. Increase this number to make the sprite
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* animation run faster, and decrease the number to make the sprite animation run slower
* The default is 17 frames per second
* @name frameRate
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* @method
* @memberof Kinetic.Sprite.prototype
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* @param {Integer} frameRate
* @returns {Integer}
* @example
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* // get frame rate
* var frameRate = sprite.frameRate();
*
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* // set frame rate to 2 frames per second
* sprite.frameRate(2);
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*/
Kinetic.Factory.backCompat(Kinetic.Sprite, {
index: 'frameIndex',
getIndex: 'getFrameIndex',
setIndex: 'setFrameIndex'
});
Kinetic.Collection.mapMethods(Kinetic.Sprite);
})();