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script.js
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let playerState = 'sit';
const dropdown = document.querySelector("#animations");
dropdown.addEventListener('change', function(e) {
playerState = e.target.value;
})
const canvas = document.querySelector('#canvas1');
const ctx = canvas.getContext('2d');
const CANVAS_WIDTH = canvas.width = 600;
const CANVAS_HEIGHT = canvas.height = 600;
const playerImage = new Image();
playerImage.src = 'shadow_dog.png';
const spriteWidth = 575;
const spriteHeight = 523;
let gameFrame = 0;
const staggerFrames = 5;
const spriteAnimations = [];
const animationStates = [
{
name: 'idle',
frames: 7,
},
{
name: 'jump',
frames: 7,
},
{
name: 'fall',
frames: 7,
},
{
name: 'run',
frames: 9,
},
{
name: 'dizzy',
frames: 11,
},
{
name: 'sit',
frames: 5,
},
{
name: 'roll',
frames: 7,
},
{
name: 'bite',
frames: 7,
},
{
name: 'ko',
frames: 12,
},
{
name: 'getHit',
frames: 4,
}
]
animationStates.forEach((state, index) => {
let frames = {
loc: [],
}
for (let j=0; j < state.frames; j++) {
let positionX = j * spriteWidth;
let positionY = index * spriteHeight;
frames.loc.push({x: positionX, y: positionY});
}
spriteAnimations[state.name] = frames;
});
function animate() {
ctx.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
let position = Math.floor(gameFrame/staggerFrames) % spriteAnimations[playerState].loc.length; // loops between 0 and the divisor (number of frames in a row)
let frameX = spriteWidth * position;
let frameY = spriteAnimations[playerState].loc[position].y;
ctx.drawImage(playerImage, frameX, frameY, spriteWidth, spriteHeight, 0, 0, spriteWidth, spriteHeight);
gameFrame ++;
requestAnimationFrame(animate);
}
animate();