Well it works again
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import { loadImage } from "./lib/loadImage";
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export type SpriteSheet = {
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image: HTMLImageElement;
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xFrames: number;
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yFrames: number;
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frameWidth: number;
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frameHeight: number;
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};
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export type SpriteAnimation = {
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src: string;
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xIndex: number;
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yIndex: number;
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frameTime: number;
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frameDelta: number;
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};
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// It's not possible to crate a structured clone of a HTMLImageElement and it would be a
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// waste of memory anyways since we use the HTMLImageElement only as reference for draw calls.
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// Therefore the SpriteSheet will stored by it's image source.
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export const spriteSheetMap = new Map<string, SpriteSheet>();
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export function createSpriteSheet(
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image: HTMLImageElement,
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xFrames: number,
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yFrames: number,
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): SpriteSheet {
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return {
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image,
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xFrames,
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yFrames,
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frameWidth: image.width / xFrames,
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frameHeight: image.height / yFrames,
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};
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}
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export async function useSpriteSheetSrc(
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src: string,
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xFrames: number,
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yFrames: number,
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): Promise<string> {
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spriteSheetMap.set(
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src,
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createSpriteSheet(await loadImage(src), xFrames, yFrames),
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);
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return src;
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}
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export function createSpriteAnimation(
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src: string,
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frameTime: number,
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yIndex: number,
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): SpriteAnimation {
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return {
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src,
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xIndex: 0,
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yIndex,
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frameTime,
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frameDelta: 0,
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};
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}
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export function drawSprite(
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ctx: CanvasRenderingContext2D,
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sheet: SpriteSheet,
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xIndex: number,
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yIndex: number,
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x: number,
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y: number,
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width?: number,
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height?: number,
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): void {
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ctx.drawImage(
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sheet.image,
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xIndex * sheet.frameWidth,
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yIndex * sheet.frameHeight,
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sheet.frameWidth,
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sheet.frameHeight,
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x,
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y,
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width || sheet.frameWidth,
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height || sheet.frameHeight,
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);
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}
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export function playAnimation(
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ctx: CanvasRenderingContext2D,
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animation: SpriteAnimation,
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x: number,
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y: number,
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delta: number,
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): void {
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const sheet = spriteSheetMap.get(animation.src)!;
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if ((animation.frameDelta += delta) > animation.frameTime) {
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animation.frameDelta = 0;
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if ((animation.xIndex += 1) >= sheet.xFrames) {
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animation.xIndex = 0;
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}
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}
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drawSprite(ctx, sheet, animation.xIndex, animation.yIndex, x, y);
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}
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