Files
nage/engine/Sprite.ts
T
2026-03-05 23:36:33 +01:00

124 lines
2.4 KiB
TypeScript

import { loadImage } from "#/engine/lib/loadImage.ts";
export type Sprite = {
src: string;
xStart: number;
yStart: number;
width: number;
height: number;
};
export type SpriteSheet = {
image: HTMLImageElement;
xFrames: number;
yFrames: number;
frameWidth: number;
frameHeight: number;
};
export type SpritePlayback = {
xIndex: number;
yIndex: number;
frameTime: number;
frameDelta: number;
};
// It's not possible to crate a structured clone of a HTMLImageElement and it would be a
// waste of memory anyways since we use the HTMLImageElement only as reference for draw calls.
// Therefore the SpriteSheet will stored and referenced by it's image source.
export const spriteSheetMap = new Map<string, SpriteSheet>();
export function createSpriteSheet(
image: HTMLImageElement,
xFrames: number,
yFrames: number,
): SpriteSheet {
return {
image,
xFrames,
yFrames,
frameWidth: image.width / xFrames,
frameHeight: image.height / yFrames,
};
}
export function createSprite(
src: string,
xStartFrame: number = 0,
yStartFrame: number = 0,
): Sprite {
const spriteSheet = spriteSheetMap.get(src)!;
return {
src,
xStart: xStartFrame * spriteSheet.frameWidth,
yStart: yStartFrame * spriteSheet.frameHeight,
width: spriteSheet.frameWidth,
height: spriteSheet.frameHeight,
};
}
export async function defineSpriteSheet(
src: string,
xFrames: number,
yFrames: number,
): Promise<string> {
spriteSheetMap.set(
src,
createSpriteSheet(await loadImage(src), xFrames, yFrames),
);
return src;
}
export function createSpritePlayback(
frameTime: number,
yIndex: number,
): SpritePlayback {
return {
xIndex: 0,
yIndex,
frameTime,
frameDelta: 0,
};
}
export function drawSprite(
ctx: CanvasRenderingContext2D,
sheet: SpriteSheet,
xStart: number,
yStart: number,
x: number,
y: number,
width?: number,
height?: number,
): void {
ctx.drawImage(
sheet.image,
xStart,
yStart,
sheet.frameWidth,
sheet.frameHeight,
x,
y,
width || sheet.frameWidth,
height || sheet.frameHeight,
);
}
export function animateSprite(
sprite: Sprite,
playback: SpritePlayback,
delta: number,
): void {
const sheet = spriteSheetMap.get(sprite.src)!;
if ((playback.frameDelta += delta) > playback.frameTime) {
playback.frameDelta = 0;
if ((playback.xIndex += 1) >= sheet.xFrames) {
playback.xIndex = 0;
}
}
sprite.xStart = playback.xIndex * sheet.frameWidth;
}