JSFiddle - React, Tailwind, and code Playground
by rvaldez
HTML
<script src="http://code.createjs.com/easeljs-0.6.0.min.js"></script>
<body>
<div class="description"></div>
<div class="canvasHolder">
<canvas id="game" width="240" height="64" style="background-color:#607559">Your browser doesn't support canvas. Please download IE9+ on <a href="http://ie.microsoft.com/testdrive">IE Test Drive</a>
</canvas>
</div>
<button id="Start" onclick="init();">Start</button>
<button id="Reset" onclick="reset();">Reset</button>
</body>
JavaScript
var canvas, stage, screen_width, screen_height, bmpAnimation;
var imgPlayerRun = new Image();
function init() {
//find canvas and load images. Wait for last image to load
alert("Init is being run");
canvas = document.getElementById("game");
canvas.style.background = "white";
imgPlayerRun.onload = handleImageLoad;
imgPlayerRun.onerror = handleImageError;
imgPlayerRun.src = "http://s8.postimg.org/r8i7knr91/test_player_run.png";
}
function reset () {
stage.removeAllChildren();
createjs.Ticker.removeAllListeners();
stage.update();
}
function handleImageLoad(e) {
startGame();
}
function startGame() {
alert("startGame is being run");
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 associated data
var spriteSheet = new createjs.SpriteSheet({
//image to use
images: [imgPlayerRun],
//width height and registration point of each sprite
frames: {
width: 47,
height: 47,
regX: 32,
regY: 32
},
animations: {
walk: [0, 9, "walk"]
}
});
//create bitmap animation instance to display the playback the animation sequence
bmpAnimation = new createjs.BitmapAnimation(spriteSheet);
//start playing the first sequence
bmpAnimation.gotoAndPlay("walk"); //animate!!!
//set up a shadow - note shadows are ridiculously resource intensive - use if necessary only
bmpAnimation.shadow = new createjs.Shadow("#454", 0, 5, 4);
bmpAnimation.name = player1;
bmpAnimation.direction = 90;
bmpAnimation.vX = 4;
bmpAnimation.x = 16;
...