sprite-anim

sprite-anim is a simple spritesheet animation engine.

Installation

npm install sprite-anim --save

Features

Browser compatibility

IE 6+ with DOM element, IE 9+ with DOM and canvas element. If you need to support IE 8- use es5-shim for EcmaScript 5 methods compatibility.

Documentation

Use

Browserify

var SpriteAnim = require('sprite-anim');

AMD

require(['sprite-anim.js'], function(SpriteAnim){
});

Script tag

<script src="path/to/file/sprite-anim.js"></script>
<script>
  // global variable SpriteAnim
</script>

Examples

DOM element with spritesheet and frame dimensions

var animElt = document.getElementById('anim');
var renderer = new SpriteAnim.DOMRenderer(animElt);
var parser = new SpriteAnim.SimpleParser({width: 1410, height: 3960}, {width: 470, height: 120});
var anim = new SpriteAnim(parser, renderer, {frameRate: 25});

anim.play();

Canvas element with frames data

var animElt = document.getElementById('anim');
var renderer = new SpriteAnim.CanvasRenderer(animElt);
var parser = new SpriteAnim.JSONArrayParser(framesData);
var anim = new SpriteAnim(parser, renderer, {frameRate: 25});

anim.play();

Parsers

SimpleParser

Initialize frames directly with spritesheet image dimensions and frame dimensions.

Params

JSONArrayParser

Initialize frames with an Array of frames data, following the TexturePacker JSONArray output.

Params

Custom parser

You can implement your own parser.

A parser must have these properties :

Example
var CustomParser = function(framesData){
  this.numFrames = 0;
  this.frames = [];

  // populate frames and increment numFrames
};

Renderers

DOMRenderer

Render frame with a DOM element (background-position).

Params

CanvasRenderer

Render frame with a canvas element (drawImage).

Params

Custom renderer

You can implement your own renderer.

A renderer must have a render method with a parameter frame. There is an optionnal parameter animation which is the SpriteAnim instance. The frame param is an object with properties {x, y, index, width, height}.

Example
var CustomRenderer = function(){
};

CustomRenderer.prototype.render = function(frame, animation){
  // draw the frame
};

SpriteAnim

create instance

new SpriteAnim(parser, renderer, options)

options (Object)

properties

x (Number)

Horizontal position from the top left corner of the container. (default: 0)

y (Number)

Vertical position from the top left corner of the container. (default: 0)

alpha (Number)

Alpha value of the animation. A value between 0 and 1. Currently only supported on canvas mode. (default: 1)

loop (Boolean)

If true loop animation (default: false)

yoyo (Boolean)

If true repeat from end when looping (default: false)

frameRate (Number)

Animation frame rate

numFrames (Number)

Total frames

currentFrame (Number)

Current frame index

isPlaying (Boolean)

true if animation currently playing

complete (Boolean)

true if animation complete

methods

play()

Play animation

pause()

Pause animation

stop()

Pause and reset animation (frame index = 0)

gotoAndPlay(frameIndex)

Go to a frame index and play animation

gotoAndStop(frameIndex)

Go to a frame index and pause animation

onEnterFrame(timeStamp)

Called internally each frame. If you add the manualUpdate option and call this method directly in a external render loop you have to pass a timeStamp argument (from the requestAnimationFrame callback).

renderFrame()

Render the current frame

dispose()

Dispose SpriteAnim instance

events

complete

Dispatched when animation ended

enterFrame

Dispatched on each frame