LightCinematic
v1.0.1
Published
Small library for spritesheet canvas animations
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LightCinematicTS
Light helper for animations based on spritesheets/image sequence written in Typescript.
How to use
You have mainly two objects in this small lib:
- LightManager
- LightCinematic
You can create a scene instantiating LightManager like:
var manager = LightManager.create({fps:25, stage: {width: 200, height:200, canvas:document.getElementById('myCanvas')}});
Create a spritesheet:
var img = new Image();
img.src = "dude_animation_sheet.png";
var sprites = LightSpritesheet.create({
cols: 9,
frames: {count: 9, width: 50, height: 72, src: [img]},
loop:true,
x: 0,
y: 0
});
Add add it to the manager
manager.add(sprites);
Whenever you feel ready, start the manager:
manager.start();
Light Manager Config
These are the properties you can pass to the manager:
fps
: Frames per second which the animation will be drawn. - Default:25
stage
: Contains the information about your canvas dom element`width
: your canvas total width - Default:300
height
: your canvas total height - Default:300
canvas
: HTML Canvas element
Light Spritesheet Config
These are the properties you can pass to the spritesheet:
cols
: Amount of columns in the spritesheetframes
: Contains the information about frames in the spritesheet`count
: total amount of frameswidth
: width of each frameheight
: height of each framesrc
: Array of images (if it's just one image, it will be taken as spritesheet)
loop
: Indicates if the spritesheet must loopx
: x position within your canvas (Relative to 0,0)y
: y position within your canvas (Relative to 0,0)scale
: scale factor range 0 to 1
Contributing
- You need to have Typescript transpiler installed: http://www.typescriptlang.org/
- Set the following arguments to the compiler: --target ES5 --declaration