@basementuniverse/sprite
v1.2.0
Published
A component for rendering layered sprites with animations in 2d games
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Game Component: Sprite
A basic sprite component for use in 2d games, with animations and directions.
Installation
npm install @basementuniverse/sprite
How to use
Create a sprite:
import { Sprite } from '@basementuniverse/sprite';
const sprite = new Sprite({
// options here...
});
Update the sprite every frame:
sprite.update(dt);
Set the sprite's properties at any time:
sprite.position = vec(100, 100);
sprite.scale = 1;
sprite.rotation = 0; // radians
(see here for vec
library)
Get or set the sprite's direction and animation:
sprite.animation = 'walk';
sprite.direction = 'right';
Start/pause/reset the current animation:
sprite.playAnimation();
sprite.pauseAnimation();
sprite.resetAnimation();
Render the sprite every frame:
sprite.draw(context);
Options
export type SpriteOptions = {
/**
* The position of the sprite
*
* Defaults to (0, 0)
*/
position?: vec;
/**
* The base size of the sprite
*
* If omitted, use the base image size, or fall back to the size of the
* first image found in available directions for the default animation
*
* If a size still can't be found, default to (0, 0)
*/
size?: vec;
/**
* Origin offset from top-left corner, used for rotation and scaling
*
* If omitted, this will be placed in the center of the sprite (based on
* size, noting that size will be calculated first)
*
* @see SpriteOptions.size
*/
origin?: vec;
/**
* The scale factor of the sprite
*
* Default is 1
*/
scale?: number;
/**
* The sprite rotation, measured in radians
*
* Default is 0
*/
rotation?: number;
/**
* An array of valid direction names
*
* By default a sprite will have one available direction: 'default'
*/
directions: string[];
/**
* The initial direction of the sprite
*
* Default is 'default'
*/
defaultDirection: string;
/**
* An optional base image
*
* If an animation frame doesn't exist (for example an animation has been
* configured with 5 frames but only 3 images exist in the animation's
* images array), we fall back to this image
*
* If an animation frame image can't be found and this base image doesn't
* exist, we can still render the sprite - it will just have an empty image
*
* (this can be useful for sprites that act purely as hosts for attachment
* points, for example)
*/
image?: HTMLImageElement | HTMLCanvasElement;
/**
* A dictionary of animations
*
* Each animation can have multiple variants for different directions
*
* Use '*' as a direction name to indicate that a variant is available for
* all directions and can be used as a fallback if the current direction
* can't be found
*/
animations: {
[name: string]: {
[direction: string]: SpriteAnimationOptions;
};
};
/**
* The initial animation for the sprite
*/
defaultAnimation: string;
/**
* A list of attachment points
*/
attachmentPoints?: SpriteAttachmentPointOptions[];
/**
* Optional hook called before rendering the sprite image
*/
preRender?: (
context: CanvasRenderingContext2D,
sprite: Sprite
) => void;
/**
* Optional hook called after rendering the sprite image
*/
postRender?: (
context: CanvasRenderingContext2D,
sprite: Sprite
) => void;
/**
* Optional debug options
*
* Can be a boolean value (in which case all sub-options will be set to the
* same value), or an object allowing specific debug options to be enabled
* individually
*/
debug?: Partial<SpriteDebugOptions> | boolean;
};
export type SpriteAnimationOptions = {
/**
* The name of this animation
*/
name: string;
/**
* The number of frames in this animation
*/
frameCount: number;
/**
* The number of frames per second when playing this animation
*/
frameRate: number;
/**
* The repeat mode for this animation
*/
mode: SpriteAnimationRepeatMode;
/**
* A list of images to use for each frame
*
* If this list is longer than frameCount, some images won't be used
*
* If this list if shorter than frameCount, we fall back to the base image
* or don't show an image for some frames
*/
images?: (HTMLImageElement | HTMLCanvasElement)[];
/**
* Keyframes for attachment points
*/
attachmentPointKeyframes?: {
[attachmentPointName: string]: SpriteAttachmentPointKeyframe[];
};
};
(see build/index.d.ts
for more details)
Attachment points
Sprites can have multiple named attachment points. These attachment points can be given a default position, and the position can be modified via animation keyframes in each animation.
Fetch an attachment point by name:
sprite.getAttachmentPoint('weapon-left-hand');
// returns a vec: { x: number; y: number } or null
This could be useful for connecting multiple sprites together.
Content processor
A content processor function is provided for use with the Content Manager.
import { spriteOptionsContentProcessor } from '@basementuniverse/sprite';
This function will take a JSON object resembling the SpriteOptions
type (see below for an explanation of differences) and return a SpriteOptions
object which can be passed into the Sprite
constructor.
The JSON object may have an
imageName: string
field instead ofimage
. The image name will be used to fetch the image from the content manager, and theimageName
field will then be replaced with animage
field, containing the fetched image.Similarly, the JSON object may have an
imageNames: string[]
field instead ofimages
in each animation. These images will be loaded from the content manager and theimageNames
field will be replaced with animages
field, containing the fetched images.