
This allows all image objects to be initialized in one place and only once, which saves processor resources. Let's create another Coin class to show how easily we can now animate our objects, inheriting from the base class.įinally, create the index.html file in which we initialize our classes and create the base object of the game. Inside them, we redefine the type and frame rate, thereby changing the appearance and speed of the animation. This class has three additional methods walk(), run(), and idle(). At the input, it takes the coordinates where to draw our hero, the context, and a set of constant parameters for this class, which override the parameters of the parent class. Now let's create a Sonic class that inherits our base Sprite class. The render() method is responsible for drawing an object on canvas using the drawImage() method. If enough time has passed and there are still frames, then go to the next frame. When we call the update() method, we increment the tickCount counter and compare it with the ticksPerFrame that we specified in the constructor. tickCount - How long we've already shown this frame.This way we control the speed of the animation. ticksPerFrame - Determine how long to stay on this frame.frameIndex - Index of the current frame.At the input, it accepts parameters, among which deserves attention: To get started, let's deal with the constructor(). We declared a constructor() and created two methods - update() and render(). Let's create a base Sprite class from which our objects will be inherited, which we need to animate. We will use JavaScript classes, introduced in ECMAScript 2015, which is actually just syntactical sugar. And in my case, each frame has the same height and width. It consists of three rows of sprites, responsible for a specific set of actions: idle (9 frames), walk (8 frames), and run (4 frames). To demonstrate it, I compiled a Sonic sprite sheet from the "Sonic the Hedgehog 3" game. I think this is a reusable approach for animating different objects on a canvas. I want to share the approach that I used in my games written with canvas and javascript. download time as a combined sprite sheet is smaller than the individual files.webserver load as a result of fewer requests,.a number of HTTP requests for downloading many separate images,.In web development it allows you to reduce: Sprite sheets have been used in game development for many years.
