Added some animations
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@ -16,7 +16,7 @@ function createWindow() {
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roundedCorners: false,
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resizable: false,
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fullscreen: false,
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alwaysOnTop: false,
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alwaysOnTop: true,
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icon: path.join(__dirname, "../assets/logo.png"),
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title: 'Desktop Daemon',
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webPreferences: {
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@ -27,7 +27,7 @@ function createWindow() {
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});
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window.loadFile(path.join(__dirname, "../index.html"));
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window.webContents.openDevTools();
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// window.webContents.openDevTools();
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}
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// Start
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@ -13,22 +13,21 @@ canvas.height = screenHeight;
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function clearScreen() { ctx.clearRect(0, 0, screenWidth, screenHeight); }
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const file = new StaticSprite(ctx, './assets/files.png', [1, 0], 0.5);
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const sprite = new UnitController(ctx, {
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spritesheetSrc: './assets/shadow_dog.png',
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spriteAnimations: ['idle'],
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spriteAnimations: [
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{name: 'idle', y: 0, frames: 7},
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{name: 'right', y: 3, frames: 9},
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{name: 'left', y: 3, frames: 9, reverse: true},
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],
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spriteScale: 0.5,
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spriteWidth: 575,
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spriteHeight: 523,
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spriteFrames: 7,
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});
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(async () => {
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sprite.vel = [20, 0];
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while(true) {
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setInterval(() => {
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requestAnimationFrame(() => {
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clearScreen();
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file.render(25, 25);
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sprite.tick();
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await sleep(1000 / FRAME_RATE);
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}
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})();
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})
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}, 1000 / FRAME_RATE);
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@ -1,36 +1,45 @@
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export type SpriteAnimation = {
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name: string;
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y: number;
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frames: number;
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reverse?: boolean;
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}
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export class AnimatedSprite {
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private animation = '';
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private animationIndex = -1;
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private animation: any = null;
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private animationName = '';
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private frame = -1;
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private spriteSheet!: HTMLImageElement;
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constructor(private ctx: CanvasRenderingContext2D,
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public spritesheetSrc: string,
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public spriteAnimations: string[],
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public spriteAnimations: SpriteAnimation[],
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public spriteScale = 1,
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public spriteWidth = 100,
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public spriteHeight = 100,
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public spriteFrames = 10,
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) {
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this.spriteSheet = new Image();
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this.spriteSheet.src = this.spritesheetSrc;
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}
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render(x: number, y: number, animation: string = this.animation) {
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if(this.animation != animation) {
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render(x: number, y: number, animation: string = this.animationName) {
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if(this.animationName != animation) {
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this.frame = 0;
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this.animation = animation;
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this.animationIndex = this.spriteAnimations.findIndex((a) => a == animation);
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this.animation = this.spriteAnimations.find((a) => a.name == animation);
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this.animationName = this.animation.name;
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} else {
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this.frame++;
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if(this.frame >= this.spriteFrames) this.frame = 0;
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if(this.frame >= this.animation.frames) this.frame = 0;
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}
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this.ctx.save();
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this.ctx.translate(this.spriteWidth * this.spriteScale / 2 * (this.animation.reverse ? 1 : -1), 0);
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this.ctx.scale(this.animation.reverse ? -1 : 1, 1);
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this.ctx.drawImage(this.spriteSheet,
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this.frame * this.spriteWidth, this.animationIndex * this.spriteHeight,
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this.spriteWidth, this.spriteHeight,
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x, this.ctx.canvas.height - (this.spriteHeight * this.spriteScale + y),
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this.frame * this.spriteWidth, this.animation.y * this.spriteHeight, this.spriteWidth, this.spriteHeight,
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x * (this.animation.reverse ? -1 : 1), this.ctx.canvas.height - (this.spriteHeight * this.spriteScale + y),
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this.spriteWidth * this.spriteScale, this.spriteHeight * this.spriteScale);
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this.ctx.restore();
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}
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}
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@ -1,20 +1,17 @@
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// const {FRAME_RATE} = require('./dist/constants.js');
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const {AnimatedSprite} = require('./sprites.js');
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// TODO - Move to import
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const FRAME_RATE = 10;
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export type SpriteOptions = {
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spritesheetSrc: string,
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spriteAnimations: string[],
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spriteAnimations: any[],
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spriteScale?: number,
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spriteWidth?: number,
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spriteHeight?: number,
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spriteFrames?: number,
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scale?: number,
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}
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export class UnitController {
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private sprite!: typeof AnimatedSprite;
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private random = 0;
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public pos = [0, 0];
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public vel = [0, 0];
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@ -22,14 +19,37 @@ export class UnitController {
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constructor(private ctx: CanvasRenderingContext2D,
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private spriteOptions: SpriteOptions,
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) {
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this.sprite = new AnimatedSprite(ctx, ...Object.values(spriteOptions));
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this.sprite = new AnimatedSprite(ctx, spriteOptions.spritesheetSrc, spriteOptions.spriteAnimations, spriteOptions.spriteScale, spriteOptions.spriteWidth, spriteOptions.spriteHeight);
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}
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tick() {
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this.pos = [this.pos[0] + (this.vel[0] / FRAME_RATE), this.pos[1] + (this.vel[1] / FRAME_RATE)];
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// Randomly move the unit
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if(this.random <= 0) {
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const move = Math.random();
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if(move < 0.333) this.vel = [0, 0];
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else if(move < 0.666) this.vel = [-10, 0];
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else this.vel = [10, 0];
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this.random = Math.random() * 50;
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}
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this.random--;
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// Calculate new position
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this.pos = [this.pos[0] + this.vel[0], this.pos[1] + (this.vel[1] - 9.8)];
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if(this.pos[0] < 0) {
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this.pos[0] = 0;
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this.vel[0] = 0;
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} else if(this.pos[0] > this.ctx.canvas.width) {
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this.pos[0] = this.ctx.canvas.width;
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this.vel[0] = 0;
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}
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if(this.pos[1] < 0) this.pos[1] = 0;
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// Decide on animation
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let animation = 'idle';
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// if(this.vel[0] < 0) animation = 'left';
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// if(this.vel[0] > 0) animation = 'right';
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if(this.vel[0] < 0) animation = 'left';
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if(this.vel[0] > 0) animation = 'right';
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// Draw
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this.sprite.render(this.pos[0], this.pos[1], animation);
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}
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}
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