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main.js
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let c = document.getElementById("my-canvas");
let ctx = c.getContext("2d");
let loadImage = (src, callback) => {
let img = document.createElement("img");
img.onload = () => callback(img);
img.src = src;
};
let imagePath = (frameNumber, animation) => {
return "/images/" + animation + "/" + frameNumber + ".png";
};
let frames = {
idle: [1, 2, 3, 4, 5, 6, 7, 8],
kick: [1, 2, 3, 4, 5, 6, 7],
punch: [1, 2, 3, 4, 5, 6, 7],
};
let loadImages = (callback) => {
let images = { kick: [], punch: [], idle: [] };
let imagesToLoad = 0;
["idle", "kick", "punch"].forEach((animation) => {
let animationFrames = frames[animation];
imagesToLoad = imagesToLoad + animationFrames.length;
animationFrames.forEach((frameNumber) => {
let path = imagePath(frameNumber, animation);
loadImage(path, (image) => {
images[animation][frameNumber - 1] = image;
imagesToLoad = imagesToLoad - 1;
if (imagesToLoad === 0) {
callback(images);
}
});
});
});
};
let animate = (ctx, images, animation, callback) => {
images[animation].forEach((image, index) => {
setTimeout(() => {
ctx.clearRect(0, 0, 500, 500);
ctx.drawImage(image, 0, 0, 500, 500);
}, index * 100);
});
setTimeout(callback, images[animation].length * 100);
};
loadImages((images) => {
animate(ctx, images, "punch", () => {
console.log("Done!");
});
});