sprite-reader
v0.1.6
Published
Little TexturePacker animation engine. It allows you to play in a canvas your TexturePacker JSON export (array typed).
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sprite-reader
Little TexturePacker animation engine. It allows you to play in a canvas your TexturePacker JSON export (array typed).
Installation
npm install -S sprite-reader
How to use
var SpriteReader = require('sprite-reader');
var reader;
var img = new Image();
img.onload = function() {
reader = new SpriteReader(img, require('sprite-data.json'));
anim();
};
img.src = 'sprite.jpg';
function anim() {
requestAnimationFrame(anim);
reader.update();
}
With multipack
In order to work with multipack (and only in that case), TexturePacker configuration must follow some configuration rules :
Algorithm: Basic
Sort by: Name
Sort order: Ascending
Detect identical sprites
has to be unchecked
Documentation
Constructor
new SpriteReader(image, json[, options]);
image Array[Image]
The loaded images which contain the sprites. Single Image
can be passed without array.
json Array[Object]
JSON datas associated to image
order. Length of the array must be equals to image
length.
Options
autoplay Boolean
true
Start playing immediately when instanciated
canvas Canvas
null
The targeting canvas element. If not provided, one will be created and must be inserted, accessible through canvas
property.
fillColor Hex
null
Fill background color
fps Number
30
FPS of the animation
from Number
0
Starting sprite
loop Boolean
false
Loop when it reaches to
value
onReady Function
null
Called when all sprites have been cached
onComplete Function
null
Called when the animation complete. Does not work if repeat is set.
onRepeat Function
null
Called at each repeat
onRepeatComplete Function
null
Called when the animation has played all repeat
repeat Number
0
How many time the animation should repeat
retina Boolean
false
If true, the created canvas (if no one was provided) would be styled with width
and height
divided by 2
reverse Boolean
false
If true
, animation will be played in reverse side
to Number
null
Frame to stop the animation
Methods
update([force])
Update the current sprite according to fps
. This method has to ba called by your own in a raf.
- force
Boolean
false
: Ifforce
is set totrue
, FPS will be ignore and current frame will be updated
play()
Start playing from last known position
pause()
Pause at current position
stop()
Stop playing and set current position to from
value
reverse([side])
Switch playing side, optionaly forcing it
- side
Boolean
null
: Switch playing side. If side is set totrue
, normal side will be forced;false
will force reverse.
goFromTo([from, to])
from
or to
can be omitted.
- from
Number
: Set starting frame and go to it - to
Number
: Set ending frame
goToAndStop(frame)
- frame
Number
: Move cursor toframe
and stop playing
destroy()
Clear the canvas and stop it
Properties
Getter
canvas Canvas
Return the targeting canvas. If no canvas
was given to the constructor, you will have to add this to your page.
Setters
fps Number
FPS of the animation
loop Boolean
Loop when it reaches to
value
repeat Number
How many time the animation should repeat
onComplete Function
Called when the animation complete. Does not work if repeat is set.
onRepeat Function
Called at each repeat
onRepeatComplete Function
Called when the animation has played all repeat
Browser compatibility
Should works in IE9+ browsers (canvas compatibility).
For IE9 support you will have to install :
perfnow
polyfill withnpm install -S perfnow
Contribute
First you should install EditorConfig package in your code editor. Then,
cd .git/hooks
ln -s ../../hooks/pre-commit
npm install
Then 2 commands are available :
npm run watch
watch and build js filesnpm run build
clean, build and uglify js files