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can you animate an image on a canvas
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Closed 6 years ago.
Good afternoon. As the title states, I am trying to animate a 2d spritesheet on a canvas element for a simple 2d game that I am making. I have gone through nearly a dozen articles and have not found what I am looking for, which is instructions on how to go about doing this without help from any sort of library. You might say to me, well sir, you are crazy if you aren't going to take advantage of this freely available technology that could make your life easier. My response to that is that I am doing this for the sake of learning, because I want to become a better javascript developer, and grow to write bigger and better games. That being said, I guess my question is: how do I animate a spritesheet? (I want the player to be able to input directions with the arrow keys) Make no mistake: I am not asking for anyone to write code for me, rather I am asking where I can find the resources to teach myself how to do this on my own. Thanks everyone, much appreciated.
The answer is: canvas + RequestAnimationFrame. Here a great tutorial: http://www.williammalone.com/articles/create-html5-canvas-javascript-sprite-animation/
I was looking for an html5 + javascript 2d game project to join months ago. If you're interested I would like to collaborate with you on this project. Just let me know and enjoy the tutorial
You can create a simple animation loop creating a canvas in your html document:
<canvas id="cvs"></canvas>
This will be your "game board"
Then you can create a javascript file in where defining the game engine.
You can load an external image inside an image element like this:
var myImage = new Image();
myImage.src = "my-sprite-animation.png";
And defining a sprite:
var mySprite = sprite({
context: canvas.getContext("2d"),
width: 100,
height: 100,
image: coinImage
});
Then using the requestAnimationFrame method for creating an animation loop:
function gameLoop () {
window.requestAnimationFrame(gameLoop);
mySprite.update();
mySprite.render();
}
Related
img to animate
Hey all, I was wondering if you can recommend me way to animate the droplets of rain?
Also, make it in a way without the eagle. Plus, to make droplets splash upon contact with the ground(which is the line)
I am a bit of beginner to javascript, but finished 9 months course and reading eloquent javascript. I need some practice, so I came up with this picture (found it on youtube) as a means of practice.
Appreciate all the help.
Considering that you are relatively new to JavaScript, this would be very hard to do. You can check out the HTML Canvas element and use JavaScript to animate using using classes and arrays for the raindrops, but without enough knowledge in JavaScript you would probably be better off using animation software
Literally how to draw a line in Blazor? I have seen this project on GitHub and it is a wrapper of HTML canvas and I've also seen this question, and this article among others and they seem to make calls through JavaScript to draw on a canvas so it basically executes as plain JS code.
I wonder if there is another way to draw line and create animations like in Blazor that should have close to native performance.
Is there an alternative to HTML canvas and keep wrapping JS calls in order to create draw lines like animations, like something official that supports this kind of functionality?
No, there is no currently no alternative and nothing is build into Blazor for this.
Blazor uses web technologies to render the user interface.
Even if Blazor would offer a build-in way to draw stuff that would be nothing else than an opininated API over canvas or WebGL.
Nevertheless, I hope that the team will one day decide to create such an in build-in API for drawing on the canvas. Those drawing capabilities will make Blazor even more attractive for a lot of users. Take a look at the huge success of p5js and the amount of new programmers that p5js has brought to the javascript community.
I think the chance that Blazor team will take up such a task is pretty low, they probably hope the community will do it. However, the chances to get a great Windows Graphic Rendering Library from MS was pretty low as well and we got Shawn Hargreaves creating the awesome Win2D library. So let's keep the finger crossed!
A workarround from Janury 2023. No way from blazor, you must use JavaScript :_(
In the .razor file
<canvas id="myCanvas"></canvas>
#code{
protected override async Task OnAfterRenderAsync(bool firstRender)
{
await JSRuntime.InvokeVoidAsync("TestCanvas", "myCanvas");
}
}
In TestCanvas.js file
function TestCanvas(id) {
let canvas = document.getElementById(id);
if (canvas == null) {
return false;
}
let ctx = canvas.getContext("2d");
ctx.fillStyle = "red";
ctx.fillRect(10, 10, 20, 20);
}
Add a reference to the TestCanvas.js file in "_Layout.html"
<script src="~/js/TestCanvas.js"></script>
By draw, do you mean the user can create lines interactively? Or just that you want to programmatically add content to the screen. Because these are very different issues.
If it's the latter, then you should consider inline <svg>, which has 2 advantages: 1) svg lines aren't pixellated, so they can scale and always look great; 2) <svg> tags, being markup, can be added directly in Blazor.
EVEN IF I were drawing lines interactively, I'd choose svg over an HTML Canvas, tbh, unless I was trying to make an interface for SD or something.
I am really new to game development, and even newer to phaser. I just discovered the library when I needed to find a way to build my game background. Im building a web based game in javascript. Ive already written all of the code for my game to animate/control the sprites, so I don't want to throw away that code since it works perfectly for what i want. I have my own gameengine, assetmanager etc. What my question was, is that is there a way to use my existing code with phaser? For instance, when I want to add my sprite onto my map, you have to call:
this.player = this.game.add.sprite(100, 300, 'player');
'player' is a tag that refers to the .png file. I want to be able to add my sprite that i have already animated, which is also controlled by keys. Is there a way to do this? Is there a method in the Phaser api that allows this? Or is there a better way to render my JSON data for my tile map? I find that phaser makes everything really easy for you, but i really just want to render my background using it, and be able to add my sprites/collisions on it using the api. I am really new to this, so any advice would be great! Thanks!
I want to create a 2D skeletal animation using JavaScript library to make interactive 2D animations in the browser.
I'd like to create a human body. Let's consider this simple scenario to better explain what I want to achieve. I have a text box where I can enter an instruction like "say Hi", then the body should raise a hand up and give hi five. I am working to draw the both images and make them show up at every time.
When Init() : I show the body (Image One)
When I request to say Hi : I show the next body taking the hands up (Image two)
And I do animation by creating a HTML5 canvas, the same way as: http://jsfiddle.net/FZyA3/
The problem is that I have to make more than 50 instructions. It's heavy to draw all the scenarios where I have common cases. Is there any open source character to use, like Three.js and babylon.js?
Is there any other better solution, like pixelising the arm and making it movable within an HTML5 canvas?
I highly recommand spine: http://esotericsoftware.com/
It's an editor which comes with an JS-runtime.
I am working on a rpg game development. My concern is- I don't want to use any image. I want to draw everything (seriously, everything..) using canvas drawing methods (lineto, bezierCurveTo, quadraticCurveTo etc.)
So, is there anything wrong or any performance overheads in it compared to using images in game development?
Please, I need guidance it this field, because this is my first game... :)
Thanks!