A javascript Mootools plugin for sprites and animation drawing into canvas.
Syntax of animation manager :
var animation = new AnimationManager('canvasId');
Syntax of the connectors added in the animation manager :
animation.add(new AnimationStatic(animation, { image: null, // image object start: { x: 0, y: 0 }, // initial coordonates of the image offset: { x: 0, y: 0 }, // offset coordonates in the canvas cases: { x: 1, y: 1 }, // number of animations in the sprite layer: 0, // group assigned to display the sprite - lower value is deeper in the background onLoad: function() {}, // triggered after loading image onBeforeDraw: function() {}, // triggered before each frame draw onHide: function() {}, // triggered while hiding a sprite onShow: function() {}, // triggered while showing a sprite onClicked: null, // triggered on a click event on the sprite - null: check click events deeper in the background, empty function : disable click on the sprite area onEnter: null, // triggered on entering the sprite onLeave: null // triggered on leaving the sprite }[, referer])) animation.add(new AnimationAnimated(animation, { image: null, // image object start: { x: 0, y: 0 }, // initial coordonates of the image offset: { x: 0, y: 0 }, // offset coordonates in the canvas cases: { x: 1, y: 1 }, // number of animations in the sprite layer: 0, // group assigned to display the sprite - lower value is deeper in the background step: 100, // time in ms between two animations line: 0, // line played ( defined in cases.y ) order: 1, // TODO : play order, not implemented yet autorun: false, // auto start playing onLoad: function() {}, // triggered after loading image onBeforeDraw: function() {}, // triggered before each frame onAfterDraw: function() {}, // triggered after each frame onHide: function() {}, // triggered while hiding a sprite onShow: function() {}, // triggered while showing a sprite onClicked: null, // triggered on a click event on the sprite - null: check click events deeper in the background, empty function : disable click on the sprite area onEnter: null, // triggered on entering the sprite onLeave: null // triggered on leaving the sprite }[, referer])) animation.add(new AnimationCanvas(animation, { canvas: null, // canvas object start: { x: 0, y: 0 }, // initial coordonates of the canvas offset: { x: 0, y: 0 }, // offset coordonates in the canvas cases: { x: 1, y: 1 }, // number of animations in the canvas layer: 0, // group assigned to display the canvas - lower value is deeper in the background onLoad: function() {}, // triggered after loading image onBeforeDraw: function() {}, // triggered before each frame draw onHide: function() {}, // triggered while hiding a canvas onShow: function() {}, // triggered while showing a canvas onClicked: null, // triggered on a click event on the canvas - null: check click events deeper in the background, empty function : disable click on the canvas area onEnter: null, // triggered on entering the canvas onLeave: null // triggered on leaving the canvas }[, referer]))
The animation manager hosts connectors and draw them, using their own customized draw() function every frame. Using add() function will add a connector to the stack, displaying next frame.
This plugin is more or less meant to be used as a middleware, drived by another class.
The change of connectors' events will change live the way the animation is played.
Currently written connectors, planning to add more soon :
Coming soon
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Found a bug in this plugin? Please report it this repository's Github Issues.
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