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Typescript based game engine.
Possible extended solution would allow a map of "positions" in a sprite. This way you can tell the sprite to draw/animate it in "idle" mode, or in "moving" mode, or "attack-1" etcetera.
This is currently not possible within the SpriteAsset architecture.
Math2D offers some basic functionality now for calculating in a 2D space.
Most functions now like degreesToXY
and degreesToRadians
would need a function to convert back, so XYtoDegrees
and radiansToDegrees
as well in the very least. And I'm sure there's plenty more functions to be thought off that are useful in a 2D environment.
Width and height are being set by the Asset class, which takes it from the actual image. But in the case of a sprite, we don't want the full width/height of the image; cause we're only using a small part of the actual image for our sprite.
The sprite width/height should be set and equal to sizeX and sizeY.
Maybe refactor sizeX and sizeY to actually reflect width/height, I'm not sure if they have a separate function within the class.
Very difficult and complicated to implement things like buttons, text like in DIV's.
Maybe take a look at https://www.createjs.com/docs/easeljs/classes/ButtonHelper.html to see what they do here. See if we can implement something similar, or explore ways to use the regular DOM within canvas?
I would like to add the .idea
dir to the .gitignore
file so the project level config files generated when using WebStorm do not end up as part of the changed files list for git.
Values are undefned until either draw()
or calculatePerIndex()
is called at least once.
I would like to add a testing framework to the project to be able to write unit/behavior tests when adding/changing code for the engine. Was thinking of using Jest.
Gine.handle.handle.imageSmoothingEnabled = false
A declarative, efficient, and flexible JavaScript library for building user interfaces.
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