canvas animate
another experiment (with old concept) old learning: https://11d70a70270ac21ab816ad71b1678bfa5a2792b6.googledrive.com/host/0B5QQvAjRq64hci00TU81VzQ3NXM/index.html
by Anov Siradj
HTML
<br/><div><br/></div>
<canvas id="cnvs" width="500" height="300"></canvas>
<img src="//11d70a70270ac21ab816ad71b1678bfa5a2792b6.googledrive.com/host/0B5QQvAjRq64hci00TU81VzQ3NXM/lol.png" id="charsprite" />
CSS
#cnvs {
border: 1px solid #222;
} #charsprite {
display:none;
}
JavaScript
'use strict';
function l(m) { console.log(m); }
var cnvs = document.getElementById('cnvs'),
ctx = cnvs.getContext('2d'),
charsprite = document.getElementById('charsprite');
var FPS = 1000/4;
var frame_index = 0;
var downx = [0,39,75,116];
var downy = [0,-2,0,2];
function walkdown() {
ctx.clearRect(0,0,78,124);
if(frame_index > 3) {
frame_index = 0;
}
// console.log(walkdown_index);
ctx.drawImage(charsprite,
downx[frame_index],
downy[frame_index],
39,62,
0,0,
78,124);
frame_index++;
}
document.onkeydown = function(e) {
var k = e.keyCode;
if(k === 40) {
window.requestAnimationFrame(function() {
walkdown();
});
}
}
/*
window.onload = function() {
walkdown();
}
*/
/*
y: 156/4=39 | 39*2=78
x: 248/4=62 | 62*2=124
*/