class CanvasAsset{ constructor(view, layer, position){ this.ctx = view.ctx this.controller = view.controller this.position = position this.animationFrames = {} this.speed = 1000 / 60 this.animationStart = 0 this.layer = layer this.beatInterval = 468.75 } draw(){ if(this.animation){ var u = (a, b) => typeof a === "undefined" ? b : a var frame = 0 var ms = this.controller.getElapsedTime() var beatInterval = this.frameSpeed ? 1000 / 60 : this.beatInterval if(this.animationEnd){ if(ms > this.animationStart + this.animationEnd.frameCount * this.speed * beatInterval){ this.animationEnd.callback() this.animationEnd = false return this.draw() } } var index = Math.floor((ms - this.animationStart) / (this.speed * beatInterval)) if(Array.isArray(this.animation)){ frame = this.animation[this.mod(this.animation.length, index)] }else{ frame = this.mod(this.animation, index) } this.ctx.save() var pos = this.position(frame) if(this.image){ this.ctx.drawImage(this.image, u(pos.sx, pos.x), u(pos.sy, pos.y), u(pos.sw, pos.w), u(pos.sh, pos.h), pos.x, pos.y, pos.w, pos.h ) } this.ctx.restore() } } mod(length, index){ return ((index % length) + length) % length } addFrames(name, frames, image){ var framesObj = { frames: frames } if(image){ framesObj.image = assets.image[image] } this.animationFrames[name] = framesObj } setAnimation(name){ var framesObj = this.animationFrames[name] this.animationName = name if(framesObj){ this.animation = framesObj.frames if(framesObj.image){ this.image = framesObj.image } }else{ this.animation = false } } getAnimation(){ return this.animationName } getAnimationLength(name){ var frames = this.animationFrames[name].frames if(Array.isArray(frames)){ return frames.length }else{ return frames } } setUpdateSpeed(speed, frameSpeed){ this.speed = speed this.frameSpeed = frameSpeed } setAnimationStart(ms){ this.animationStart = ms } setAnimationEnd(frameCount, callback){ if(typeof frameCount === "undefined"){ this.animationEnd = false }else{ this.animationEnd = { frameCount: frameCount, callback: callback } } } changeBeatInterval(beatMS, initial){ if(!initial && !this.frameSpeed){ var ms = this.controller.getElapsedTime() this.animationStart = ms - (ms - this.animationStart) / this.beatInterval * beatMS } this.beatInterval = beatMS } }