/**
* Copyright (C) 2013 Steven Lambert
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this
* software and associated documentation files (the "Software"), to deal in the Software
* without restriction, including without limitation the rights to use, copy, modify,
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to the following
* conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
* PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
* OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* Full tutorial can be found on gamedev.tutsplus.com
*/
var ctx = document.getElementById('canvas').getContext('2d');
/**
* Creates a Spritesheet to define our data.
* @param {string} - Path to the image.
* @param {number} - Width (in px) of each frame.
* @param {number} - Height (in px) of each frame.
*/
function SpriteSheet(path, frameWidth, frameHeight) {
this.image = new Image();
this.frameWidth = frameWidth;
this.frameHeight = frameHeight;
// calculate the number of frames in a row after the image loads
var self = this;
this.image.onload = function() {
self.framesPerRow = Math.floor(self.image.width / self.frameWidth);
};
this.image.src = path;
}
/**
* Creates an animation from a spritesheet.
* @param {SpriteSheet} - The spritesheet used to create the animation.
* @param {number} - Number of frames to wait for before transitioning the animation.
* @param {array} - Range or sequence of frame numbers for the animation.
* @param {boolean} -...
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