konva/src/shapes/Sprite.js

92 lines
2.4 KiB
JavaScript

///////////////////////////////////////////////////////////////////////
// Sprite
///////////////////////////////////////////////////////////////////////
/**
* Sprite constructor
* @constructor
* @augments Kinetic.Shape
* @param {Object} config
*/
Kinetic.Sprite = function(config) {
this.setDefaultAttrs({
index: 0,
frameRate: 17
});
config.drawFunc = function() {
if(this.image !== undefined) {
var context = this.getContext();
var anim = this.attrs.animation;
var index = this.attrs.index;
var f = this.attrs.animations[anim][index];
context.beginPath();
context.rect(0, 0, f.width, f.height);
context.closePath();
context.drawImage(this.image, f.x, f.y, f.width, f.height, 0, 0, f.width, f.height);
}
};
// call super constructor
Kinetic.Shape.apply(this, [config]);
};
/*
* Sprite methods
*/
Kinetic.Sprite.prototype = {
/**
* start sprite animation
*/
start: function() {
var that = this;
var layer = this.getLayer();
this.interval = setInterval(function() {
that._updateIndex();
layer.draw();
if(that.afterFrameFunc && that.attrs.index === that.afterFrameIndex) {
that.afterFrameFunc();
}
}, 1000 / this.attrs.frameRate)
},
/**
* stop sprite animation
*/
stop: function() {
clearInterval(this.interval);
},
/**
* set after frame event handler
* @param {Integer} index frame index
* @param {Function} func function to be executed after frame has been drawn
*/
afterFrame: function(index, func) {
this.afterFrameIndex = index;
this.afterFrameFunc = func;
},
/**
* set animation key
* @param {String} anim animation key
*/
setAnimation: function(anim) {
this.attrs.animation = anim;
},
/**
* set animation frame index
* @param {Integer} index frame index
*/
setIndex: function(index) {
this.attrs.index = index;
},
_updateIndex: function() {
var i = this.attrs.index;
var a = this.attrs.animation;
if(i < this.attrs.animations[a].length - 1) {
this.attrs.index++;
}
else {
this.attrs.index = 0;
}
}
};
// extend Shape
Kinetic.GlobalObject.extend(Kinetic.Sprite, Kinetic.Shape);