CreateJS - Can't get my spritesheet to animate - javascript

I've checked this forum/the internet/google forwards and backwards for my particular question, but to no avail. I get examples that come close to mine - which I try to impart into my own example, but nothing doing. Please help! Again I apologize if this has been answered and I just overlooked, if so please throw me a link - otherwise here is my code:
All I'm trying to do is animate a single sprite image of a jumping Mega Man.
Thanks, and Happy Holidays!
NOTE: Here the sprite I'm using
HERE IS MY: JsFiddle
var stage, canvas,
bmpA, data,
megaman, spriteSheet;
function Main() {
canvas = document.getElementById('canvas');
stage = new createjs.Stage(canvas);
container = new createjs.Container();
megaman = new Image();
megaman.src = "megaman__jump.png";
var bmpA = new createjs.Bitmap(megaman);
data = new createjs.SpriteSheet({
images: [bmpA],
frames: {
width: 79,
height: 139,
count: 7
},
animations: {
jump: [0, 6, "jump"]
}
});
spriteSheet = new createjs.BitmapAnimation(data);
spriteSheet.gotoAndPlay("jump");
createjs.Ticker.setFPS(30);
createjs.Ticker.addEventListener("tick", update);
}
function update(event) {
stage.addChild(spriteSheet);
stage.update();
}
</script>
</head>
<body onload = "Main();">
<canvas id = "canvas" width = "780" height = "300"
style = "border: 1px solid #000;"></canvas>
</body>
</html>
[1]: http://i.imgur.com/Q1OQM.png

Here is a quick edit. http://jsfiddle.net/lannymcnie/f58mr0Lk/9/
Your Fiddle wasn't very helpful, since it was just your code pasted in. I modified it to drop the body tag (jsfiddle does that for you), import easeljs, and use the full image path.
The BitmapAnimation class was renamed to Sprite sometime ago. I am not sure what version of EaselJS you are using, but it might not have that class anymore.
I removed the Bitmap. The SpriteSheet data accepts either a string path, or an Image reference, not a Bitmap.
As I suggested below, I pulled out the entire update method, added the Sprite one time, and then had the tick just update the stage directly.
The fiddle "works" now, but the spritesheet dimensions don't seem right. Have a look.
data = new createjs.SpriteSheet({
images: ["http://i943.photobucket.com/albums/ad274/Rah5er0/megaman__jump.png~original"],
frames: {
width: 79,
height: 139,
count: 7
},
animations: {
jump: [0, 6, "jump"]
}
});
var sprite = new createjs.Sprite(data);

Related

How to bring one canvas context over the top of another?

I am using two images in a canvas, now i want to bring one image over another, ie. i want to bring the plane over the sky, how can i do that?
here is my code
var canvas = document.getElementById('canvas');
var skyContext = canvas.getContext('2d');
var planeContext = canvas.getContext('2d');
var sky = new Image();
sky.src = './images/m35.jpeg';
sky.onload = function () {
skyContext.drawImage(sky, 0, 0, 250, 250, 50, 50, 250, 250);
}
var plane = new Image();
plane.src = './images/space-ship.png';
plane.onload = function () {
planeContext.drawImage(plane, 0, 0, 70, 80, 50, 250, 70, 80);
}
In the above code, the sky is coming at the front of the plane making the plane invisible.
I also tried to use the same context like this but i am not able to bring the image at the top of another.
The most effective way to do this (especially as it looks like you're creating a game) is to use two separate canvas elements, positioned on top of each other using CSS.
For example:
var canvasMain = document.getElementById('canvasMain');
var canvasBackground = document.getElementById('canvasBackground');
var skyContext = canvasMain.getContext('2d');
var sky = new Image();
sky.src = 'https://i.stack.imgur.com/xjj19.jpg';
sky.onload = function () {
skyContext.drawImage(sky, 0, 0, 250, 250, 50, 50, 250, 250);
}
var planeContext = canvasBackground.getContext('2d');
var plane = new Image();
plane.src = 'https://i.stack.imgur.com/nHugQ.png';
plane.onload = function () {
planeContext.drawImage(plane, 0, 0, 70, 80, 50, 250, 70, 80);
}
.canvas {
position: absolute;
top: 0;
left: 0;
}
<canvas id="canvasMain" class="canvas" width="700" height="500"></canvas>
<canvas id="canvasBackground" class="canvas" width="700" height="500"></canvas>
The issue with your code is that the images are drawn once loaded and I would suspect that because the sky image is larger than the plane image it takes longer to load so the sky image is being drawn second.
Drawing things on canvas works like layers in photoshop with whatever is drawn last overwriting things drawn before it.
It is possible to use the same canvas for both the sky and the plane, you just need to wait until both images have loaded then draw them in the correct order to the sky is drawn first, then the plane on top.
You can use the same canvas context for both objects if the are on the same canvas, no need to create multiple contexts (2 just point to the same place anyway). Usually when I work with canvases I just create one context variable called ctx as its a lot quicker than typing context.etc all the time.
almcd answer is one way to do it, though to me the background and main are reversed; I would put the sky / galaxy on the background and draw the plane on the main canvas, but there is a better way...
If the sky never changes, 2 canvases is not even needed, just one canvas with a background image behind it; the sky. When it comes time to animate the plane, this method of having the background a static image means there is less to draw each frame of the game loop, so you will get better FPS.
In terms of a solution for you, I think 1 canvas with the sky as a background image positioned by CSS, and only the plane being drawn on the canvas is the best, here is the code for that...
<!doctype HTML>
<html>
<head>
<style>
#canvasContainer {
background-image: url('https://i.stack.imgur.com/xjj19.jpg');
background-repeat: no-repeat;
}
</style>
</head>
<body>
<div id="canvasContainer">
<canvas id="canvas" width="1200" height="600"></canvas>
</div>
<script>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// Load the plane and draw it.
var plane = new Image();
plane.src = 'https://i.stack.imgur.com/nHugQ.png';
plane.onload = function () {
ctx.drawImage(plane, 100, 100);
}
</script>
</body>
</html>
You can move the plane by changing the 100, 100 parameters sent to draw image, as these are the left and top used to position the plane image.
Kind regards,
DouG.
Creator of Winwheel.js a feature packed JavaScript library for making spinning prize wheels on HTML canvas. See http://dougtesting.net

Clipping mask using fabricjs

I'm currently working on web app for photo editing using FabricJS and one of features I need to implement is something like Clipping masks from Photoshop.
For example I have this assets: frame, mask and image. I need to insert image inside frame and clip it with mask. Most tricky part is in requirements:
User should be able to modify image inside frame, e.g. move, rotate, skew... Frame itself also can be moved inside canvas.
Number of layers is not limited so user can add objects under or above masked image.
Masks, frames and images is not predefined, user should be able to upload and use new assets.
My current solution is this:
Load assets
Set globalCompositeOperation of image to source-out
Set clipTo function for image.
Add assets on canvas as a group
In this solution clipTo function preserve image inside rectangular area of frame and with help of globalCompositeOperation I'm clipping image to actual mask. At first sight it works fine but if I add new layer above this newly added group it will be cutted off because of globalCompositeOperation="source-out" rule. I've created JSFiddle to show this.
So, that else could I try? I've seen some posts on StackOverflow with advices to use SVGs for clipping mask, but if I understand it correctly SVG must contain only one path. This could be a problem because of third requirement of my app.
Any advice in right direction will help, because right now I'm totally stuck with this problem.
You can do this by using ClipPath property of Img Object which you want to mask. With this, you can Mask Any Type of Object. and also you need to add some Ctx Configuration in ClipTo function of Img Object.
check this link https://jsfiddle.net/naimsajjad/8w7hye2v/8/
(function() {
var img01URL = 'http://fabricjs.com/assets/printio.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var img03URL = 'http://fabricjs.com/assets/ladybug.png';
var img03URL = 'http://fabricjs.com/assets/ladybug.png';
var canvas = new fabric.Canvas('c');
canvas.backgroundColor = "red";
canvas.setHeight(500);
canvas.setWidth(500);
canvas.setZoom(1)
var circle = new fabric.Circle({radius: 40, top: 50, left: 50, fixed: true, fill: '', stroke: '1' });
canvas.add(circle);
canvas.renderAll();
fabric.Image.fromURL(img01URL, function(oImg) {
oImg.scale(.25);
oImg.left = 10;
oImg.top = 10;
oImg.clipPath = circle;
oImg.clipTo = function(ctx) {
clipObject(this,ctx)
}
canvas.add(oImg);
canvas.renderAll();
});
var bili = new fabric.Path('M85.6,606.2c-13.2,54.5-3.9,95.7,23.3,130.7c27.2,35-3.1,55.2-25.7,66.1C60.7,814,52.2,821,50.6,836.5c-1.6,15.6,19.5,76.3,29.6,86.4c10.1,10.1,32.7,31.9,47.5,54.5c14.8,22.6,34.2,7.8,34.2,7.8c14,10.9,28,0,28,0c24.9,11.7,39.7-4.7,39.7-4.7c12.4-14.8-14-30.3-14-30.3c-16.3-28.8-28.8-5.4-33.5-11.7s-8.6-7-33.5-35.8c-24.9-28.8,39.7-19.5,62.2-24.9c22.6-5.4,65.4-34.2,65.4-34.2c0,34.2,11.7,28.8,28.8,46.7c17.1,17.9,24.9,29.6,47.5,38.9c22.6,9.3,33.5,7.8,53.7,21c20.2,13.2,62.2,10.9,62.2,10.9c18.7,6.2,36.6,0,36.6,0c45.1,0,26.5-15.6,10.1-36.6c-16.3-21-49-3.1-63.8-13.2c-14.8-10.1-51.4-25.7-70-36.6c-18.7-10.9,0-30.3,0-48.2c0-17.9,14-31.9,14-31.9h72.4c0,0,56-3.9,70.8,26.5c14.8,30.3,37.3,36.6,38.1,52.9c0.8,16.3-13.2,17.9-13.2,17.9c-31.1-8.6-31.9,41.2-31.9,41.2c38.1,50.6,112-21,112-21c85.6-7.8,79.4-133.8,79.4-133.8c17.1-12.4,44.4-45.1,62.2-74.7c17.9-29.6,68.5-52.1,113.6-30.3c45.1,21.8,52.9-14.8,52.9-14.8c15.6,2.3,20.2-17.9,20.2-17.9c20.2-22.6-15.6-28-16.3-84c-0.8-56-47.5-66.1-45.1-82.5c2.3-16.3,49.8-68.5,38.1-63.8c-10.2,4.1-53,25.3-63.7,30.7c-0.4-1.4-1.1-3.4-2.5-6.6c-6.2-14-74.7,30.3-74.7,30.3s-108.5,64.2-129.6,68.9c-21,4.7-18.7-9.3-44.3-7c-25.7,2.3-38.5,4.7-154.1-44.4c-115.6-49-326,29.8-326,29.8s-168.1-267.9-28-383.4C265.8,13,78.4-83.3,32.9,168.8C-12.6,420.9,98.9,551.7,85.6,606.2z',{top: 0, left: 180, fixed: true, fill: 'white', stroke: '', scaleX: 0.2, scaleY: 0.2 });
canvas.add(bili);
canvas.renderAll();
fabric.Image.fromURL(img02URL, function(oImg) {
oImg.scale(0.5);
oImg.left = 180;
oImg.top = 0;
oImg.clipPath = bili;
oImg.clipTo = function(ctx) {
clipObject(this,ctx)
}
canvas.add(oImg);
canvas.renderAll();
});
function clipObject(thisObj,ctx)
{
if (thisObj.clipPath) {
ctx.save();
if (thisObj.clipPath.fixed) {
var retina = thisObj.canvas.getRetinaScaling();
ctx.setTransform(retina, 0, 0, retina, 0, 0);
// to handle zoom
ctx.transform.apply(ctx, thisObj.canvas.viewportTransform);
thisObj.clipPath.transform(ctx);
}
thisObj.clipPath._render(ctx);
ctx.restore();
ctx.clip();
var x = -thisObj.width / 2, y = -thisObj.height / 2, elementToDraw;
if (thisObj.isMoving === false && thisObj.resizeFilter && thisObj._needsResize()) {
thisObj._lastScaleX = thisObj.scaleX;
thisObj._lastScaleY = thisObj.scaleY;
thisObj.applyResizeFilters();
}
elementToDraw = thisObj._element;
elementToDraw && ctx.drawImage(elementToDraw,
0, 0, thisObj.width, thisObj.height,
x, y, thisObj.width, thisObj.height);
thisObj._stroke(ctx);
thisObj._renderStroke(ctx);
}
}
})();
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.3/fabric.min.js"></script>
<canvas id="c" width="400" height="400"></canvas>
Not sure what you want.
If you want the last image loaded (named img2), the one you send to the back to not effect the layers above do the following.
You have mask,frame,img, and img2;
Put them in the following order and with the following comp settings.
img2, source-over
img, source-over
mask, destination-out
frame, source-over
If you want something else you will have to explain it in more detail.
Personally when I provide masking to the client I give them full access to all the composite methods and allow them to work out what they need to do to achieve a desired effect. Providing a UI that allows you to change the comp setting, and layer order makes it a lot easier to sort out the sometimes confusing canvas composite rules.
I'd suggest looking at this solution.
Multiple clipping areas on Fabric.js canvas
You end up with a shape layer that is used to define the mask shape. That shape then gets applied as a clipTo to your image.
The one limitation I can think off though that you might run into is when you start to rotate various shapes. I know I have it working great with a rectangle and a circle, however ran into some issues with polygons from what I recall... This was all setup under and older version of FabricJS however, so there may have been some improvements there that I'm not experienced with.
The other issue I ran into was drop shadows didn't render correctly when passed to a NodeJS server running FabricJS.

Why wont my sprite appear on top of my background?

I have been practicing using sprites for a game I am going to make and have watched and read a few tutorials, I thought I was close to getting my sprite to appear so I could finally start my game but while practicing I cant get it to work, I have dont 2 seperate tutorials where I can get the sprite and the background to appear by themselfs but cannot get them to work together, I have been using EaselJS too. some of the sprite animation code has been copied from tutorials too.
<!DOCTYPE HTML>
<html>
<head>
<meta charset="UTF-8">
<title>sprite prac<title>
<!-- EaselJS library -->
<script src="lib/easel.js"></script>
<script>
// Initialize on start up so game runs smoothly
function init() {
canvas = document.getElementById("canvas");
stage = new Stage(canvas);
bg = new Image();
bg.src = "img/grassbg.jpg";
bg.onload = setBG;
stage.addChild(background);
imgMonsterARun = new Image();
imgMonsterARun.onload = handleImageLoad;
imgMonsterARun.onerror = handleImageError;
imgMonsterARun.src = "img/MonsterARun.png";
stage.update();
}
function handleImageLoad(e) {
startGame();
}
// Simple function for setting up the background
function setBG(event){
var bgrnd = new Bitmap(bg);
stage.addChild(bgrnd);
stage.update();
}
function startGame() {
// create a new stage and point it at our canvas:
stage = new createjs.Stage(canvas);
// grab canvas width and height for later calculations:
screen_width = canvas.width;
screen_height = canvas.height;
// create spritesheet and assign the associated data.
var spriteSheet = new createjs.SpriteSheet({
// image to use
images: [imgMonsterARun],
// width, height & registration point of each sprite
frames: {width: 64, height: 64, regX: 32, regY: 32},
animations: {
walk: [0, 9, "walk"]
}
});
// create a BitmapAnimation instance to display and play back the sprite sheet:
bmpAnimation = new createjs.BitmapAnimation(spriteSheet);
// start playing the first sequence:
bmpAnimation.gotoAndPlay("walk"); //animate
// set up a shadow. Note that shadows are ridiculously expensive. You could display hundreds
// of animated rats if you disabled the shadow.
bmpAnimation.shadow = new createjs.Shadow("#454", 0, 5, 4);
bmpAnimation.name = "monster1";
bmpAnimation.direction = 90;
bmpAnimation.vX = 4;
bmpAnimation.x = 16;
bmpAnimation.y = 32;
// have each monster start at a specific frame
bmpAnimation.currentFrame = 0;
stage.addChild(bmpAnimation);
// we want to do some work before we update the canvas,
// otherwise we could use Ticker.addListener(stage);
createjs.Ticker.addListener(window);
createjs.Ticker.useRAF = true;
createjs.Ticker.setFPS(60);
}
//called if there is an error loading the image (usually due to a 404)
function handleImageError(e) {
console.log("Error Loading Image : " + e.target.src);
}
function tick() {
// Hit testing the screen width, otherwise our sprite would disappear
if (bmpAnimation.x >= screen_width - 16) {
// We've reached the right side of our screen
// We need to walk left now to go back to our initial position
bmpAnimation.direction = -90;
}
if (bmpAnimation.x < 16) {
// We've reached the left side of our screen
// We need to walk right now
bmpAnimation.direction = 90;
}
// Moving the sprite based on the direction & the speed
if (bmpAnimation.direction == 90) {
bmpAnimation.x += bmpAnimation.vX;
}
else {
bmpAnimation.x -= bmpAnimation.vX;
}
// update the stage:
stage.update();
}
</script>
</head>
<body onload="init();">
<canvas id="canvas" width="500" height="500" style="border: thin black solid;" ></canvas>
</body>
</html>
There are a few places where you are using some really old APIs, which may or may not be supported depending on your version of EaselJS. Where did you get the easel.js script you reference?
Assuming you have a version of EaselJS that matches the APIs you are using, there are a few issues:
You add background to the stage. There is no background, so you are probably getting an error when you add it. You already add bgrnd in the setBackground method, which should be fine. If you get an error here, then this could be your main issue.
You don't need to update the stage any time you add something, just when you want the stage to "refresh". In your code, you update after setting the background, and again immediately at the end of your init(). These will fire one after the other.
Are you getting errors in your console? That would be a good place to start debugging. I would also recommend posting code if you can to show an actual demo if you continue to have issues, which will help identify what is happening.
If you have a newer version of EaselJS:
BitmapAnimation is now Sprite, and doesn't support direction. To flip Sprites, use scaleX=-1
Ticker no longer uses addListener. Instead it uses the EventDispatcher. createjs.Ticker.addEventListener("tick", tickFunction);
You can get new versions of the CreateJS libraries at http://code.createjs.com, and you can get updated examples and code on the website and GitHub.

Transform (Move/Scale/Rotate) shapes with KineticJS

I'm trying to build a transform manager for KineticJS that would build a bounding box and allow users to scale, move, and rotate an image on their canvas. I'm getting tripped up with the logic for the anchor points.
http://jsfiddle.net/mharrisn/whK2M/
I just want to allow a user to scale their image proportionally from any corner, and also rotate as the hold-drag an anchor point.
Can anyone help point me in the right direction?
Thank you!
Here is a proof of concept of a rotational control I've made:
http://codepen.io/ArtemGr/pen/ociAD
While the control is dragged around, the dragBoundFunc is used to rotate the content alongside it:
controlGroup.setDragBoundFunc (function (pos) {
var groupPos = group.getPosition()
var rotation = degrees (angle (groupPos.x, groupPos.y, pos.x, pos.y))
status.setText ('x: ' + pos.x + '; y: ' + pos.y + '; rotation: ' + rotation); layer.draw()
group.setRotationDeg (rotation); layer.draw()
return pos
})
I am doing the same thing, and I've posted a question which is allmoast the same, but I found a link where you have the resize and move tool ready developed. So I have used the same. It does not contain the rotate tool however, but this can be a good start for you too, it is very simple and logical. Here is the link: http://www.html5canvastutorials.com/labs/html5-canvas-drag-and-drop-resize-and-invert-images/
I will come back with the rotation tool as well if I manage to get it working perfectly.
I hope I am not late yet for posting this code snippet that I made. I had the same problem with you guys dealing with this kind of task. Its been 3 days since I tried so many workarounds to mimic the fabricjs framework capability when dealing with images and objects. I could use Fabricjs though but it seems that Kineticjs is more faster/consistent to deal with html5.
Luckily, we already have existing plugin/tool that we could easily implement together with kineticjs and this is jQuery Transform tool. SUPER THANKS TO THE AUTHOR OF THIS! Just search this on google and download it.
I hope the code below that I created would help lots of developers out there who is pulling their hair off to solve this kind of assignment.
$(function() {
//Declare components STAGE, LAYER and TEXT
var _stage = null;
var _layer = null;
var simpleText = null;
_stage = new Kinetic.Stage({
container: 'canvas',
width: 640,
height: 480
});
_layer = new Kinetic.Layer();
simpleText = new Kinetic.Text({
x: 60,
y: 55,
text: 'Simple Text',
fontSize: 30,
fontFamily: 'Calbiri',
draggable: false,
name:'objectInCanvas',
id:'objectCanvas',
fill: 'green'
});
//ADD LAYER AND TEXT ON STAGE
_layer.add(simpleText);
_stage.add(_layer);
_stage.draw();
//Add onclick event listener to the Stage to remove and add transform tool to the object
_stage.on('click', function(evt) {
//Remove all objects' transform tool inside the stage
removeTransformToolSelection();
// get the shape that was clicked on
ishape = evt.targetNode;
//Add and show again the transform tool to the selected object and update the stage layer
$(ishape).transformTool('show');
ishape.getParent().moveToTop();
_layer.draw();
});
function removeTransformToolSelection(){
//Search all objects inside the stage or layer who has the name of "objectInCanvas" using jQuery iterator and hide the transform tool.
$.each(_stage.find('.objectInCanvas'), function( i, child ) {
$(child).transformTool('hide');
});
}
//Event listener/Callback when selecting image using file upload element
function handleFileSelect(evt) {
//Remove all objects' transform tool inside the stage
removeTransformToolSelection();
//Create image object for selected file
var imageObj = new Image();
imageObj.onload = function() {
var myImage = new Kinetic.Image({
x: 0,
y: 0,
image: imageObj,
name:'objectInCanvas',
draggable:false,
id:'id_'
});
//Add to layer and add transform tool
_layer.add(myImage);
$(myImage).transformTool();
_layer.draw();
}
//Adding source to Image object.
var f = document.getElementById('files').files[0];
var name = f.name;
var url = window.URL;
var src = url.createObjectURL(f);
imageObj.src = src;
}
//Attach event listener to FILE element
document.getElementById('files').addEventListener('change', handleFileSelect, false);
});

Flipping an image in kineticJS?

I have an image in my code, as defined here
var imageObj = new Image();
imageObj.onload = function(){
imageF = new Kinetic.Image({
x: 0,
y: 0,
scale: (100,100),
image: imageObj,
name: "fluffy",
});
layer.add(imageF);
stage.add(layer);
stage.start();
}
imageObj.src = "Flutter_Fluffy_100.png";
And I would like to be able to have it flip (horizontally) at certain times in the running. I tried to change the image source to a pre-flipped one, but that caused, well, a lot of problems with the image duplicating, resetting position and lots of stuff. Is there a method to flip an image that is created and used this way? Thanks!
This is probably what you want:
//imageF.scale.y =-1;
imageF.scale.x =-1;
It's demonstrated here:
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-scale-animation-tutorial/
It's pretty much the same with an image:
http://randompast.github.io/randomtests/kineticjs/FlipImage-Demo.html
edit: fixed link

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