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Sprites.js is simple canvas sprites animation library. No setTimeout() or setInterval(). Just rAF.

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wisniewski94/sprites.js

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JavaScript lightweight and simple in usage library that helps animating canvas sprites. What makes sprite.js so special is ability to controll frame rate without using setTimeout() or setInterval(). Visit Demo page.

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Getting Started

1. Download

You can fork or download the plugin from GitHub, or you can install it through npm or bower.

$ npm install sprites.js 
$ bower install sprites.js

2. Insert required files

In the page's footer, just before </body>, include Javascript files:

<script src="sprites.min.js"></script>
<script src="custom.js"></script>

3. Create the HTML markup

Inside page's body place canvas with custom id. Ex.:

<div>
    <canvas id="my-sprite"></canvas>
</div>

Usage

Inside your custom .js file create new object which will represent your sprite:

var example = new Sprite({
    src: 'img/papuga.png',
    id: 'my-sprite',
    width: 160,
    height: 156,
    image_width: 1280,
    err: true
});

Some properties are optionall. **Below you can find a table with all available properties and methods. **

After object is created you can render it:

example.render(1);

Or play animation loop:

example.loop();

To see more examples please visit demo page.

Browser Support

Sprite.js is based on HTML5 Canvas API and requestAnimationFrame which are partially/not supported in Opera Mini Browsers at the moment. These functionalities are the core of this library and cannot be replaced in order to work with older browsers or Opera Mini.

IE 10+ Edge 12+ Firefox 11+
Chrome 22+ Safari 6+ Opera 15+

Options

These options can be used only on sprite initialization:

function property default optional type description
new Sprite src undefined no string Path to image
new Sprite id undefined no string Selects canvas tag which is going to be used for animation
new Sprite width undefined no number Single frame width
new Sprite height undefined no number Single frame height
new Sprite image_width src width yes number You can use this option to crop or extend image on right side. Keep in mind that this property is used to calculate amount of frames.
new Sprite err false yes boolean Errors will print in developers tools console
.play() from 1 yes number First frame of the sequence.
.play() to last frame yes number Last frame of sequence.
.play() fps 60 yes number Frames per second.
.play() n 1 yes number Amount of loops. By default sequence is played once. If set to 0 then loop is going to be infinite.
.play() step none yes function Returns a number of current frame in callback.
.play() loop none yes function Returns a number of current loop (fires at last frame) in callback.

Methods

// In order to skip parameter type null or undefined. Instead of specific parameter default value will be used.

/**
 * Play animation. You can set range of animation, fps, and number of passes (loops). Two callbacks available in object parameter.
 * @param {object} 
 */
this.play({
//Check settings table
});

/**
 * Return current frame.
 * @return {number} -> frameIndex.
 */
this.frame();

/**
 * Pause animation.
 */
this.pause();

/**
 * Reset animation and optionally jump to specific frame.
 * @param {number} to -> Default 1.
 */
this.reset(to);

Contribute

This plugin is made by community for community. If you want to help develop this project you can do it by:

Report a bug

Ask for a feature

Submit a pull request

About

Sprites.js is simple canvas sprites animation library. No setTimeout() or setInterval(). Just rAF.

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