* creating a XMLHttpRequest object
var request = new XMLHttpRequest();
request.open ('GET', myUrl, true); // true = async
request.onload = function () {
// define your function
}
request.send();
* classes which extend other classes
Weapon = Class.extend({
init: function() { this._super(); }
});
MachineGun = Weapon.extend({
init: function() { this._super(); }
});
* append a new image to a canvas
var img = new Image();
img.src = 'mySrc';
img.onload = function () {
var canvas = document.createElement("canvas");
var ctx = canvas.getContext('2d');
var obj = ctx.drawImage(img, 192,192);
// the origin of the canvas xOy system is on the top left corner
}
* Jpeg - good size/compression; bad Alpha
Png - bad size/compression; good Alpha
Webp - good; good
* create an animated canvas
// assets = array of paths to images; frames = new array of images
for (var i=0; i<assets.length; i++) {
var img = new Image();
img.src = assets[i];
img.onload = onImageLoad;
frames.push(img);
}
var frameRate = 1000/30; // 30 fps
setInterval(animate, frameRate);
var animate = function() {
// ctx = canvas.getContext('2d');
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.drawImage(frames[frame], 0, 0); // changes the current image to the next one
frame++;
if (frame == frames.length) {
frame = 0;
}
};
var request = new XMLHttpRequest();
request.open ('GET', myUrl, true); // true = async
request.onload = function () {
// define your function
}
request.send();
* classes which extend other classes
Weapon = Class.extend({
init: function() { this._super(); }
});
MachineGun = Weapon.extend({
init: function() { this._super(); }
});
* append a new image to a canvas
var img = new Image();
img.src = 'mySrc';
img.onload = function () {
var canvas = document.createElement("canvas");
var ctx = canvas.getContext('2d');
var obj = ctx.drawImage(img, 192,192);
// the origin of the canvas xOy system is on the top left corner
}
* Jpeg - good size/compression; bad Alpha
Png - bad size/compression; good Alpha
Webp - good; good
* create an animated canvas
// assets = array of paths to images; frames = new array of images
for (var i=0; i<assets.length; i++) {
var img = new Image();
img.src = assets[i];
img.onload = onImageLoad;
frames.push(img);
}
var frameRate = 1000/30; // 30 fps
setInterval(animate, frameRate);
var animate = function() {
// ctx = canvas.getContext('2d');
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.drawImage(frames[frame], 0, 0); // changes the current image to the next one
frame++;
if (frame == frames.length) {
frame = 0;
}
};