THREE.js - Updating BufferGeometry position twice, causes my FPS to suffer - javascript

I have an array of TubeBufferGeometrys that im making animate to look as if they're growing out in length. When the animation runs the first time, it works really smoothly at 60fps. But once i set the geometrys position attributes back to zero, the FPS drop to 30.
Ive isolated my animation to run and then rerun once it finished with only the below changing. Heres the basics of my code:
Animation control view
stop() {
this.play = false;
// Start it again
setTimeout(() => {
let i = this.tubeCount;
while (i--) {
this.tubes[i].lastSegmentSet = 0;
this.tubes[i].updateToPercent(0);
}
this.elapsedTime = 0;
this.startTime = Date.now();
this.play = true;
}, 2000)
}
update() {
requestAnimationFrame(this.animate);
// ..render stuff + composer that ive disabled without effect
if (this.play) {
let percent = (Date.now() - this.startTime) / ANIMATE_DURATION;
if (percent >= 1) {
this.stop();
}
let i = this.lineCount;
while (i--) {
this.tubes[i].updateToPercent(percent);
}
}
}
Tube class (The main animation code)
constructor() {
//..other stuff
this.lastSegmentSet = 0;
}
// I first build the paths, then store the position data to use later to animate to. Then i set all the position data to zero
storeVerticies() {
this.positions = this.tube.geometry.attributes.position.array.slice(0);
const length = this.tube.geometry.attributes.position.array.length;
this.tube.geometry.attributes.position.array = new Float32Array(length);
}
setSegment(segment) {
this.setSegmentTo(segment, segment);
}
setSegmentTo(segment, target) {
let position = this.tube.geometry.attributes.position.array;
let startPoint = segment * JOINT_DATA_LENGTH; //JOINT_DATA_LENGTH is the number of values in the buffer geometry to update a segment
let targetPoint = target * JOINT_DATA_LENGTH;
let n = JOINT_DATA_LENGTH;
while (n--) {
position[startPoint + n] = this.positions[targetPoint + n];
}
}
updateToPercent(percent) {
let endSegment = Math.floor(percent * this.segmentCount);
while (this.lastSegmentSet <= endSegment) {
this.setSegment(this.lastSegmentSet++);
}
let n = this.lastSegmentSet;
while (n <= this.segmentCount + 1) {
this.setSegmentTo(n++, this.lastSegmentSet);
}
this.tube.geometry.attributes.position.needsUpdate = true;
}
Will put bounty when possible

Related

How to load all images before the game starts? (JavaScript, Preloader)

I've designed this game, it's my first project. It's a spin-off from "The Pig Game" in a JavaScript course. I tweaked the HTML and CSS templates of the Pig Game for the UI, but I did the game design and coding from scratch. You can play the game here: https://jeffparadox.000webhostapp.com/
I've got some questions, if anyone cares:
What do you think, do you see any problems? Can anything be clearer (especially in terms of UI) than it is now?
Game works fast on my comp. But when I visit the site, images don't start spinning right away; it takes about 30 seconds to start seeing images spin visibly. I think it's because the browser is loading the images but the code runs faster. Is there a way to pre-load these images in the code, so the game starts properly? Or, if I clean up my code, will the game load faster without needing to pre-load the images?
Here's my JS code. If anyone's interested in checking it and telling me which parts I can clean-up and optimize, I'd really appreciate it. Thanks in advace:
"use strict";
// Selecting elements
const player0El = document.querySelector(".player--0");
const player1El = document.querySelector(".player--1");
const tries0El = document.getElementById("tries--0");
const tries1El = document.getElementById("tries--1");
const current0El = document.getElementById("current--0");
const current1El = document.getElementById("current--1");
const animalEl = document.querySelector(".animal");
const btnSpin = document.querySelector(".btn--spin");
const btnReset = document.querySelector(".btn--reset");
const btnRestart = document.querySelector(".btn--restart");
const youWin0El = document.querySelector("#you-win--0");
const youWin1El = document.querySelector("#you-win--1");
const highScore0El = document.querySelector(".high-score--0");
const highScore1El = document.querySelector(".high-score--1");
// Declare let variables
let triesLeft,
playerScores,
highScores,
activePlayer,
round,
currentScore,
playing;
// Starting conditions
const init = function () {
youWin0El.classList.add("hidden");
youWin1El.classList.add("hidden");
youWin1El.textContent = "You Win! 🎉";
youWin0El.textContent = "You Win! 🎉";
currentScore = 0;
triesLeft = [10, 10];
playerScores = [0, 0];
highScores = [0, 0];
activePlayer = 0;
round = 3;
playing = true;
btnRestart.textContent = `🕑 ROUND: ${round}`;
tries0El.textContent = 10;
tries1El.textContent = 10;
current0El.textContent = 0;
current1El.textContent = 0;
animalEl.src = "noAnimal.jpg";
player0El.classList.remove("player--winner");
player1El.classList.remove("player--winner");
player0El.classList.add("player--active");
player1El.classList.remove("player--active");
};
// Initialize game
init();
// ***GAME FUNCTIONS***
// Switch players
const switchPlayer = function () {
activePlayer = activePlayer === 0 ? 1 : 0;
player0El.classList.toggle("player--active");
player1El.classList.toggle("player--active");
};
// Check how many rounds left
const checkRound = function () {
btnRestart.textContent = `🕑 ROUND: ${round}`;
if (round < 1) {
gameOver();
} else if (triesLeft[activePlayer] < 1 && round > 0) {
if (triesLeft[0] === 0 && triesLeft[1] === 0) {
triesLeft[0] = 10;
triesLeft[1] = 10;
tries0El.textContent = 10;
tries1El.textContent = 10;
}
switchPlayer();
}
};
// End of game
const gameOver = function () {
playing = false;
if (playerScores[0] > playerScores[1]) {
youWin0El.classList.remove("hidden");
} else if (playerScores[0] < playerScores[1]) {
youWin1El.classList.remove("hidden");
} else if (playerScores[0] === playerScores[1]) {
youWin1El.textContent = "It's a Tie 😲";
youWin0El.textContent = "It's a Tie 😳";
youWin1El.classList.remove("hidden");
youWin0El.classList.remove("hidden");
}
};
// Check the rabbit, increase and log the score
const checkRabbit = function () {
if (imageNumber === 0) {
currentScore =
Number(document.getElementById(`current--${activePlayer}`).textContent) +
1;
playerScores[activePlayer] = currentScore;
document.getElementById(
`current--${activePlayer}`
).textContent = currentScore;
}
};
// Update tries left
const triesUpdate = function () {
triesLeft[activePlayer] -= 1;
document.getElementById(`tries--${activePlayer}`).textContent =
triesLeft[activePlayer];
};
// Update high scores
const registerHighScore = function () {
if (playerScores[activePlayer] > highScores[activePlayer]) {
highScores[activePlayer] = playerScores[activePlayer];
document.getElementById(
`high-score--${activePlayer}`
).textContent = `High Score: ${highScores[activePlayer]}`;
}
};
// ***GAME ENGINE***
// Declare game engine variables
let interval, imageNumber;
// Spinning images
btnSpin.addEventListener("click", function () {
if (playing) {
// Change button to Stop
btnSpin.textContent = `â›” STOP!`;
// Stop the spinning (Runs only when interval is declared)
if (interval) {
clearInterval(interval);
interval = null;
btnSpin.textContent = `🎰 SPIN!`;
triesUpdate();
checkRabbit();
registerHighScore();
if (triesLeft[0] < 1 && triesLeft[1] < 1) {
round -= 1;
}
checkRound();
// Start the spinning (Runs only when interval is null or undefined)
} else {
// Loop with time intervals
interval = setInterval(function () {
// Genarate image number
imageNumber = Math.trunc(Math.random() * 10);
// Show image with the generated number
animalEl.src = `animal-${imageNumber}.jpg`;
}, 5);
}
}
});
// ***RESET GAME***
btnReset.addEventListener("click", init);
You can preload images by putting this in your <head> for each image you use:
<link rel="preload" as="image" href="animal-1.png">
More documentation here: https://developer.mozilla.org/en-US/docs/Web/HTML/Preloading_content
As for the other questions, they may be a better fit at SE Code Review: https://codereview.stackexchange.com/

How can get best performance on SVG animation (FPS drop on mouseOver)

i made my animation frames using SVG and transform inside requestAnimationFrame() function:
moveSVG: () => {
if (Melo.onAir) {
const N = 4 * 60 / Melo.tempo;
const beatLen = 1 / 16 * N;
const c16 = 16 * Melo.measures;
let diff = Melo.nextBeat + (Melo.audioContext.currentTime - Melo.nextWhen) / beatLen;
while (diff < 0) {
diff = diff + c16;
}
if (diff > Melo.songLength - 1) {
diff = Melo.songLength - 1
}
const tapSize = Melo.tapSize
const y = diff * tapSize;
Melo.yPos = y;
const yVal = `translate(0 ${-y - tapSize})`;
Melo.linesGroup.setAttribute("transform", yVal);
const telorans = tapSize;
class animated {
constructor(element, beat) {
this.element = element
this.mover();
this.remover(beat);
}
mover() {
this.element.forEach(elem => {
this.ele = elem.ele;
this.len = elem.len;
this.beg = elem.beg - tapSize;
this.end = elem.end;
this.note = elem.pitch;
let newPos = (y - this.end) + this.len + tapSize;
if (newPos > this.len) newPos = this.len;
if (newPos > -tapSize && newPos < tapSize) {
this.score(newPos);
}
this.animation(newPos)
})
}
animation(newPos) {
const eleG = this.ele.children.group;
eleG.children[1].style.fill = 'red';
eleG.setAttribute('style', `transform: translateY(${newPos}px)`);
}
remover(beat) {
if (y > this.element[0].end || !Melo.onAir) {
Melo.anime = Melo.anime.filter(item => item !== beat);
}
}
}
Melo.anime.forEach(beat => {
let notes = Melo.noteProg[beat];
if (notes) {
new animated(notes, beat)
}
});
}
requestAnimationFrame(Melo.moveSVG)
}
everything works fine with ~60fps till mouseOver on SVG elements!
i made a gif for showing that :
FPS drop on mouseOver
then i made another test without animation and with my CPU usage :
CPU usage on mouseOver
and i dont have any mouse event on my svg elements !
i think its normal for browser to checking events! idk , but what can i do for get best performance without FPS drop on my animations , is that a way for remove everything from svg elements ? to get better performance ?
or should i use another way to do that ?
EDIT:
i made my test on windows 10 and google chrome 84,i need best way to works on all operation system and browser !

Simple game using Pixi.js optimization hints

I coded a little simulation where you can dig cubes, they fall an stack, you can consume some or make a selection explode.
I started this little project for fun and my aim is to handle as much cubes as possible (100k would be a good start).
The project is simple, 3 possibles actions:
Dig cubes (2k each click)
Consume cubes (50 each click)
Explode cubes (click on two points to form a rectangle)
Currently, on my computer, performance starts to drop when I got about 20k cubes. When you select a large portion of cubes to explode, performance are heavily slowed down too. I'm not sure the way I simplified physics is the best way to go.
Could you give me some hints on how to improve/optimize it ?
Here is the complete code : (The stacking doesn't work in the SO snippet so here is the codepen version)
(() => {
// Variables init
let defaultState = {
cubesPerDig : 2000,
cubesIncome : 0,
total : 0
};
let cubeSize = 2, dropSize = window.innerWidth, downSpeed = 5;
let state,
digButton, // Button to manually dig
gameState, // An object containing the state of the game
cubes, // Array containing all the spawned cubes
heightIndex, // fake physics
cubesPerX, // fake physics helper
playScene; // The gamescene
// App setup
let app = new PIXI.Application();
app.renderer.view.style.position = "absolute";
app.renderer.view.style.display = "block";
app.renderer.autoResize = true;
document.body.appendChild(app.view);
// Resize
function resize() {
app.renderer.resize(window.innerWidth, window.innerHeight);
}
window.onresize = resize;
resize();
// Hello ! we can talk in the chat.txt file
// Issue : When there are more than ~10k cubes, performance start to drop
// To test, click the "mine" button about 5-10 times
// Main state
function play(delta){
// Animate the cubes according to their states
let cube;
for(let c in cubes){
cube = cubes[c];
switch(cube.state) {
case STATE.LANDING:
// fake physics
if(!cube.landed){
if (cube.y < heightIndex[cube.x]) {
cube.y+= downSpeed;
}else if (cube.y >= heightIndex[cube.x]) {
cube.y = heightIndex[cube.x];
cube.landed = 1;
heightIndex[cube.x] -= cubeSize;
}
}
break;
case STATE.CONSUMING:
if(cube.y > -cubeSize){
cube.y -= cube.speed;
}else{
removeCube(c);
}
break;
case STATE.EXPLODING:
if(boundings(c)){
continue;
}
cube.x += cube.eDirX;
cube.y += cube.eDirY;
break;
}
}
updateUI();
}
// Game loop
function gameLoop(delta){
state(delta);
}
// Setup variables and gameState
function setup(){
state = play;
digButton = document.getElementById('dig');
digButton.addEventListener('click', mine);
playScene = new PIXI.Container();
gameState = defaultState;
/* User inputs */
// Mine
document.getElementById('consume').addEventListener('click', () => {consumeCubes(50)});
// Manual explode
let explodeOrigin = null
document.querySelector('canvas').addEventListener('click', e => {
if(!explodeOrigin){
explodeOrigin = {x: e.clientX, y: e.clientY};
}else{
explode(explodeOrigin, {x: e.clientX, y: e.clientY});
explodeOrigin = null;
}
});
window['explode'] = explode;
heightIndex = {};
cubesPerX = [];
// Todo fill with gameState.total cubes
cubes = [];
app.ticker.add(delta => gameLoop(delta));
app.stage.addChild(playScene);
}
/*
* UI
*/
function updateUI(){
document.getElementById('total').innerHTML = cubes.length;
}
/*
* Game logic
*/
// Add cube when user clicks
function mine(){
for(let i = 0; i < gameState.cubesPerDig; i++){
setTimeout(addCube, 5*i);
}
}
// Consume a number of cubes
function consumeCubes(nb){
let candidates = _.sampleSize(cubes.filter(c => !c.eDirX), Math.min(nb, cubes.length));
candidates = candidates.slice(0, nb);
candidates.map(c => {
dropCubes(c.x);
c.state = STATE.CONSUMING;
});
}
const STATE = {
LANDING: 0,
CONSUMING: 1,
EXPLODING: 2
}
// Add a cube
function addCube(){
let c = new cube(cubeSize);
let tres = dropSize / cubeSize / 2;
c.x = window.innerWidth / 2 + (_.random(-tres, tres) * cubeSize);
c.y = 0//-cubeSize;
c.speed = _.random(5,8);
cubes.push(c);
c.landed = !1;
c.state = STATE.LANDING;
if(!cubesPerX[c.x]) cubesPerX[c.x] = [];
if (!heightIndex[c.x]) heightIndex[c.x] = window.innerHeight - cubeSize;
cubesPerX[c.x].push(c);
playScene.addChild(c);
}
// Remove a cube
function removeCube(c){
let cube = cubes[c];
playScene.removeChild(cube);
cubes.splice(c,1);
}
// Delete the cube if offscreen
function boundings(c){
let cube = cubes[c];
if(cube.x < 0 || cube.x + cubeSize > window.innerWidth || cube.y < 0 || cube.y > window.innerHeight)
{
removeCube(c);
return true;
}
}
// explode some cubes
function explode(origin, dest){
if(dest.x < origin.x){
dest = [origin, origin = dest][0]; // swap
}
var candidates = cubes.filter(c => c.state != STATE.EXPLODING && c.x >= origin.x && c.x <= dest.x && c.y >= origin.y && c.y <= dest.y);
if(!candidates.length)
return;
for(let i = origin.x; i <= dest.x; i++){
dropCubes(i);
}
candidates.forEach(c => {
c.explodingSpeed = _.random(5,6);
c.eDirX = _.random(-1,1,1) * c.explodingSpeed * c.speed;
c.eDirY = _.random(-1,1,1) * c.explodingSpeed * c.speed;
c.state = STATE.EXPLODING;
});
}
// Drop cubes
function dropCubes(x){
heightIndex[x] = window.innerHeight - cubeSize;
if(cubesPerX[x] && cubesPerX[x].length)
cubesPerX[x].forEach(c => {
if(c.state == STATE.EXPLODING) return;
c.landed = false; c.state = STATE.LANDING;
});
}
/*
* Graphic display
*/
// Cube definition
function cube(size){
let graphic = new PIXI.Graphics();
graphic.beginFill(Math.random() * 0xFFFFFF);
graphic.drawRect(0, 0, size, size);
graphic.endFill();
return graphic;
}
// Init
setup();
})()
/* styles */
/* called by your view template */
* {
box-sizing: border-box;
}
body, html{
margin: 0;
padding: 0;
color:white;
}
#ui{
position: absolute;
z-index: 2;
top: 0;
width: 0;
left: 0;
bottom: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/4.8.1/pixi.min.js"></script>
<script>PIXI.utils.skipHello();</script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/lodash.js/4.17.10/lodash.min.js"></script>
<!-- Click two points to make cubes explode -->
<div id="ui">
<button id="dig">
Dig 2k cubes
</button>
<button id="consume">
Consume 50 cubes
</button>
<p>
Total : <span id="total"></span>
</p>
</div>
Thanks
Using Sprites will always be faster than using Graphics (at least until v5 comes along!)
So I changed your cube creation function to
function cube(size) {
const sprite = new PIXI.Sprite(PIXI.Texture.WHITE);
sprite.tint = Math.random() * 0xFFFFFF;
sprite.width = sprite.height = size;
return sprite;
}
And that boosted the fps for myself

HTML Canvas in for loop only displaying after loop completes

I'm having a bit of trouble making a progress graph. This is my first time using canvas so I'm a little new to the concept. This page is going to be a little prime number benchmark for an assignment at school. I haven't done the algorithm yet so right now that just counts up. I wanted to have a graph display the progress of the benchmark to the user so it doesn't look like the page has just frozen. I've broken the benchmark down into "sprints", where the device will calculate numbers for a set period of time and then update the graph. Problem is, the graph doesn't seem to update until the end of the "benchmark". Any recommendations?
The javascript is below (execBench is probably the most relevant function):
function startBench() {
// move to benchmark display
//showPage("bench");
jQuery.mobile.changePage("#bench");
setTimeout(
function () {
// run benchmark
var score = execBench(10);
//set score and move page
$(".result").text(score);
setTimeout(function () {
showPage("result");
}, 4000);
}, 2000);
}
function debugmsg(message) {
console.log(message);
}
function execBench(time) {
var graphUpdateRate = 2; // horizontal "resolution" of graph/sprint length in s
var sprintCount = Math.floor(time / graphUpdateRate);
debugmsg("Running " + sprintCount + " " + graphUpdateRate + "-second sprints");
var currentTime = new Date();
var sprintDeadline = currentTime;
var counter = 0; // "score" for the end, # of primes generated
var lastPrime = 0;
var record = []; // datapoints for graph
for (var i = 0; i < sprintCount; i++) {
// perform calculations
sprintDeadline = incrementDate(new Date(), graphUpdateRate);
while (currentTime < sprintDeadline) {
currentTime = Date.now();
lastPrime = generatePrime(lastPrime);
counter++;
}
// report progress
record.push(counter);
drawGraph(document.getElementById('progGraph'), record, sprintCount);
}
return counter;
}
function generatePrime(min) {
//placeholder for algorithm
min++;
return min;
}
function drawGraph(canvas, dataPoints, maxPoints) {
var context = canvas.getContext('2d');
var width = canvas.width;
var height = canvas.height;
var xIncrement = width / maxPoints;
var xBegin = 0;
var prevPoint = 0;
var yScale = -1 * height / Math.max(...dataPoints);
//reset canvas
canvas.width = canvas.width;
context.clearRect(0, 0, canvas.width, canvas.height);
//move context to bottom right and set scale
context.translate(0, height);
context.scale(1, 1);
context.strokeStyle = "#ed1e79";
for (dataPoint in dataPoints) {
currentPoint = (dataPoints[dataPoint] * yScale);
context.beginPath();
context.moveTo(xBegin, prevPoint);
context.lineTo(xBegin + xIncrement, currentPoint);
context.lineWidth = 3;
context.lineCap = 'round';
context.stroke();
prevPoint = currentPoint;
xBegin += xIncrement;
}
debugmsg(Math.max(...dataPoints));
return;
}
function incrementDate(date, seconds) {
return new Date(date.getTime() + (seconds * 1000));
}
As an example of using requestAnimationFrame(), you could try something like this.
function execBench(time) {
var graphUpdateRate = 2; // horizontal "resolution" of graph/sprint length in s
var sprintCount = Math.floor(time / graphUpdateRate);
debugmsg("Running " + sprintCount + " " + graphUpdateRate + "-second sprints");
var currentTime = new Date();
var sprintDeadline = currentTime;
var counter = 0; // "score" for the end, # of primes generated
var lastPrime = 0;
var record = []; // datapoints for graph
var i = 0;
(function drawSprint() {
// perform calculations
sprintDeadline = incrementDate(new Date(), graphUpdateRate);
while (currentTime < sprintDeadline) {
currentTime = Date.now();
lastPrime = generatePrime(lastPrime);
counter++;
}
// report progress
record.push(counter);
drawGraph(document.getElementById('progGraph'), record, sprintCount);
i++;
if (i < sprintCount) {
requestAnimationFrame(drawSprint);
}
})();
return counter;
}
Your while loop is "blocking". It eats up CPU, not allowing javascript and probably much else on the computer to do anything.
Instead, use setTimeout(fn, t) to schedule the next update.
setTimeout() is non blocking. Its fn will execute in a fresh event thread in t milliseonds time (or shortly thereafter).
Between setTimouts, your computer's processor will have the capacity to instruct the graphich card to render the canvas.

How to put a gif with Canvas

I'm creating a game, and in my game, when the HERO stay near the MONSTER, a gif will be showed, to scare the player. But I have no idea how to do this. I tried to put PHP or HTML code, but it doesn't works... The function is AtualizaTela2(). This is my main code:
<!DOCTYPE HTML>
<html>
<head>
<title>Hero's Escape Game</title>
<script language="JavaScript" type="text/javascript">
var objCanvas=null; // object that represents the canvas
var objContexto=null;
// Hero positioning control
var xHero=300;
var yHero=100;
// Monster positioning control
var xMonster=620;
var yMonster=0;
var imgFundo2 = new Image();
imgFundo2.src = "Images/Pista2.png";
var imgMonster = new Image();
imgMonster.src = "Images/Monster.png";
var imgHero = new Image();
imgHero.src = "Images/Hero.png";
function AtualizaTela2(){
if((xHero >= xMonster-10)&&(xHero <= xMonster + 10))
{
/*gif here*/
}
objContexto.drawImage(imgFundo2,0,0);
objContexto.drawImage(imgHero, xHero, yHero);
objContexto.drawImage(imgMonster, xMonster, yMonster);
function Iniciar(){
objCanvas = document.getElementById("meuCanvas");
objContexto = objCanvas.getContext("2d");
AtualizaTela2();
}
/* the function HeroMovement() and MonsterMovement() are not here */
}
</script>
</head>
<body onLoad="Iniciar();" onkeydown="HeroMovement(event);">
<canvas id="meuCanvas" width="1233"
height="507"
style="border:1px solid #000000;">
Seu browser não suporta o elemento CANVAS, atualize-se!!!
</canvas><BR>
</body>
</html>
This is the simplified code, because the real code is very big!
Thanks for the help! :)
Loading and playing GIF image to canvas.
Sorry answer exceeded size limit, had to remove much of the detailed code comments.
I am not going to go into details as the whole process is rather complicated.
The only way to get a GIF animated in canvas is to decode the GIF image in javascript. Luckily the format is not too complicated with data arranged in blocks that contain image size, color pallets, timing information, a comment field, and how frames are drawn.
Custom GIF load and player.
The example below contains an object called GIF that will create custom format GIF images from URLs that can play a GIF similar to how a video is played. You can also randomly access all GIF frames in any order.
There are many callbacks and options. There is basic usage information in comments and the code shows how to load the gif. There are functions to pause and play, seek(timeInSeconds) and seekFrame(frameNumber), properties to control playSpeed and much more. There are no shuttling events as access is immediate.
var myGif = GIF();
myGif.load("GIFurl.gif");
Once loaded
ctx.drawImage(myGif.image,0,0); // will draw the playing gif image
Or access the frames via the frames buffer
ctx.drawImage(myGif.frames[0].image,0,0); // draw frame 0 only.
Go to the bottom of the GIF object to see all the options with comments.
The GIF must be same domain or have CORS header
The gif in he demo is from wiki commons and contains 250+ frames, some low end devices will have trouble with this as each frame is converted to a full RGBA image making the loaded GIF significantly larger than the gif file size.
The demo
Loads the gif displaying the frames and frame count as loaded.
When loaded 100 particles each with random access frames playing at independent speeds and independent directions are displayed in the background.
The foreground image is the gif playing at the frame rate embedded in the file.
Code is as is, as an example only and NOT for commercial use.
const ctx = canvas.getContext("2d");
var myGif;
// Can not load gif cross domain unless it has CORS header
const gifURL = "https://upload.wikimedia.org/wikipedia/commons/a/a2/Wax_fire.gif";
// timeout just waits till script has been parsed and executed
// then starts loading a gif
setTimeout(()=>{
myGif = GIF(); // creates a new gif
myGif.onerror = function(e){
console.log("Gif loading error " + e.type);
}
myGif.load(gifURL);
},0);
// Function draws an image
function drawImage(image,x,y,scale,rot){
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rot);
ctx.drawImage(image,-image.width / 2, -image.height / 2);
}
// helper functions
const rand = (min = 1, max = min + (min = 0)) => Math.random() * (max - min) + min;
const setOf =(c,C)=>{var a=[],i=0;while(i<c){a.push(C(i++))}return a};
const eachOf =(a,C)=>{var i=0;const l=a.length;while(i<l && C(a[i],i++,l)!==true);return i};
const mod = (v,m) => ((v % m) + m) % m;
// create 100 particles
const particles = setOf(100,() => {
return {
x : rand(innerWidth),
y : rand(innerHeight),
scale : rand(0.15, 0.5),
rot : rand(Math.PI * 2),
frame : 0,
frameRate : rand(-2,2),
dr : rand(-0.1,0.1),
dx : rand(-4,4),
dy : rand(-4,4),
};
});
// Animate and draw 100 particles
function drawParticles(){
eachOf(particles, part => {
part.x += part.dx;
part.y += part.dy;
part.rot += part.dr;
part.frame += part.frameRate;
part.x = mod(part.x,innerWidth);
part.y = mod(part.y,innerHeight);
var frame = mod(part.frame ,myGif.frames.length) | 0;
drawImage(myGif.frames[frame].image,part.x,part.y,part.scale,part.rot);
});
}
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
// main update function
function update(timer) {
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
if (w !== innerWidth || h !== innerHeight) {
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
} else {
ctx.clearRect(0, 0, w, h);
}
if(myGif) { // If gif object defined
if(!myGif.loading){ // if loaded
// draw random access to gif frames
drawParticles();
drawImage(myGif.image,cw,ch,1,0); // displays the current frame.
}else if(myGif.lastFrame !== null){ // Shows frames as they load
ctx.drawImage(myGif.lastFrame.image,0,0);
ctx.fillStyle = "white";
ctx.fillText("GIF loading frame " + myGif.frames.length ,10,21);
ctx.fillText("GIF loading frame " + myGif.frames.length,10,19);
ctx.fillText("GIF loading frame " + myGif.frames.length,9,20);
ctx.fillText("GIF loading frame " + myGif.frames.length,11,20);
ctx.fillStyle = "black";
ctx.fillText("GIF loading frame " + myGif.frames.length,10,20);
}
}else{
ctx.fillText("Waiting for GIF image ",10,20);
}
requestAnimationFrame(update);
}
requestAnimationFrame(update);
/*============================================================================
Gif Decoder and player for use with Canvas API's
**NOT** for commercial use.
To use
var myGif = GIF(); // creates a new gif
var myGif = new GIF(); // will work as well but not needed as GIF() returns the correct reference already.
myGif.load("myGif.gif"); // set URL and load
myGif.onload = function(event){ // fires when loading is complete
//event.type = "load"
//event.path array containing a reference to the gif
}
myGif.onprogress = function(event){ // Note this function is not bound to myGif
//event.bytesRead bytes decoded
//event.totalBytes total bytes
//event.frame index of last frame decoded
}
myGif.onerror = function(event){ // fires if there is a problem loading. this = myGif
//event.type a description of the error
//event.path array containing a reference to the gif
}
Once loaded the gif can be displayed
if(!myGif.loading){
ctx.drawImage(myGif.image,0,0);
}
You can display the last frame loaded during loading
if(myGif.lastFrame !== null){
ctx.drawImage(myGif.lastFrame.image,0,0);
}
To access all the frames
var gifFrames = myGif.frames; // an array of frames.
A frame holds various frame associated items.
myGif.frame[0].image; // the first frames image
myGif.frame[0].delay; // time in milliseconds frame is displayed for
Gifs use various methods to reduce the file size. The loaded frames do not maintain the optimisations and hold the full resolution frames as DOM images. This mean the memory footprint of a decode gif will be many time larger than the Gif file.
*/
const GIF = function () {
// **NOT** for commercial use.
var timerID; // timer handle for set time out usage
var st; // holds the stream object when loading.
var interlaceOffsets = [0, 4, 2, 1]; // used in de-interlacing.
var interlaceSteps = [8, 8, 4, 2];
var interlacedBufSize; // this holds a buffer to de interlace. Created on the first frame and when size changed
var deinterlaceBuf;
var pixelBufSize; // this holds a buffer for pixels. Created on the first frame and when size changed
var pixelBuf;
const GIF_FILE = { // gif file data headers
GCExt : 0xF9,
COMMENT : 0xFE,
APPExt : 0xFF,
UNKNOWN : 0x01, // not sure what this is but need to skip it in parser
IMAGE : 0x2C,
EOF : 59, // This is entered as decimal
EXT : 0x21,
};
// simple buffered stream used to read from the file
var Stream = function (data) {
this.data = new Uint8ClampedArray(data);
this.pos = 0;
var len = this.data.length;
this.getString = function (count) { // returns a string from current pos of len count
var s = "";
while (count--) { s += String.fromCharCode(this.data[this.pos++]) }
return s;
};
this.readSubBlocks = function () { // reads a set of blocks as a string
var size, count, data = "";
do {
count = size = this.data[this.pos++];
while (count--) { data += String.fromCharCode(this.data[this.pos++]) }
} while (size !== 0 && this.pos < len);
return data;
}
this.readSubBlocksB = function () { // reads a set of blocks as binary
var size, count, data = [];
do {
count = size = this.data[this.pos++];
while (count--) { data.push(this.data[this.pos++]);}
} while (size !== 0 && this.pos < len);
return data;
}
};
// LZW decoder uncompressed each frames pixels
// this needs to be optimised.
// minSize is the min dictionary as powers of two
// size and data is the compressed pixels
function lzwDecode(minSize, data) {
var i, pixelPos, pos, clear, eod, size, done, dic, code, last, d, len;
pos = pixelPos = 0;
dic = [];
clear = 1 << minSize;
eod = clear + 1;
size = minSize + 1;
done = false;
while (!done) { // JavaScript optimisers like a clear exit though I never use 'done' apart from fooling the optimiser
last = code;
code = 0;
for (i = 0; i < size; i++) {
if (data[pos >> 3] & (1 << (pos & 7))) { code |= 1 << i }
pos++;
}
if (code === clear) { // clear and reset the dictionary
dic = [];
size = minSize + 1;
for (i = 0; i < clear; i++) { dic[i] = [i] }
dic[clear] = [];
dic[eod] = null;
} else {
if (code === eod) { done = true; return }
if (code >= dic.length) { dic.push(dic[last].concat(dic[last][0])) }
else if (last !== clear) { dic.push(dic[last].concat(dic[code][0])) }
d = dic[code];
len = d.length;
for (i = 0; i < len; i++) { pixelBuf[pixelPos++] = d[i] }
if (dic.length === (1 << size) && size < 12) { size++ }
}
}
};
function parseColourTable(count) { // get a colour table of length count Each entry is 3 bytes, for RGB.
var colours = [];
for (var i = 0; i < count; i++) { colours.push([st.data[st.pos++], st.data[st.pos++], st.data[st.pos++]]) }
return colours;
}
function parse (){ // read the header. This is the starting point of the decode and async calls parseBlock
var bitField;
st.pos += 6;
gif.width = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
gif.height = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
bitField = st.data[st.pos++];
gif.colorRes = (bitField & 0b1110000) >> 4;
gif.globalColourCount = 1 << ((bitField & 0b111) + 1);
gif.bgColourIndex = st.data[st.pos++];
st.pos++; // ignoring pixel aspect ratio. if not 0, aspectRatio = (pixelAspectRatio + 15) / 64
if (bitField & 0b10000000) { gif.globalColourTable = parseColourTable(gif.globalColourCount) } // global colour flag
setTimeout(parseBlock, 0);
}
function parseAppExt() { // get application specific data. Netscape added iterations and terminator. Ignoring that
st.pos += 1;
if ('NETSCAPE' === st.getString(8)) { st.pos += 8 } // ignoring this data. iterations (word) and terminator (byte)
else {
st.pos += 3; // 3 bytes of string usually "2.0" when identifier is NETSCAPE
st.readSubBlocks(); // unknown app extension
}
};
function parseGCExt() { // get GC data
var bitField;
st.pos++;
bitField = st.data[st.pos++];
gif.disposalMethod = (bitField & 0b11100) >> 2;
gif.transparencyGiven = bitField & 0b1 ? true : false; // ignoring bit two that is marked as userInput???
gif.delayTime = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
gif.transparencyIndex = st.data[st.pos++];
st.pos++;
};
function parseImg() { // decodes image data to create the indexed pixel image
var deinterlace, frame, bitField;
deinterlace = function (width) { // de interlace pixel data if needed
var lines, fromLine, pass, toline;
lines = pixelBufSize / width;
fromLine = 0;
if (interlacedBufSize !== pixelBufSize) { // create the buffer if size changed or undefined.
deinterlaceBuf = new Uint8Array(pixelBufSize);
interlacedBufSize = pixelBufSize;
}
for (pass = 0; pass < 4; pass++) {
for (toLine = interlaceOffsets[pass]; toLine < lines; toLine += interlaceSteps[pass]) {
deinterlaceBuf.set(pixelBuf.subarray(fromLine, fromLine + width), toLine * width);
fromLine += width;
}
}
};
frame = {}
gif.frames.push(frame);
frame.disposalMethod = gif.disposalMethod;
frame.time = gif.length;
frame.delay = gif.delayTime * 10;
gif.length += frame.delay;
if (gif.transparencyGiven) { frame.transparencyIndex = gif.transparencyIndex }
else { frame.transparencyIndex = undefined }
frame.leftPos = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
frame.topPos = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
frame.width = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
frame.height = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
bitField = st.data[st.pos++];
frame.localColourTableFlag = bitField & 0b10000000 ? true : false;
if (frame.localColourTableFlag) { frame.localColourTable = parseColourTable(1 << ((bitField & 0b111) + 1)) }
if (pixelBufSize !== frame.width * frame.height) { // create a pixel buffer if not yet created or if current frame size is different from previous
pixelBuf = new Uint8Array(frame.width * frame.height);
pixelBufSize = frame.width * frame.height;
}
lzwDecode(st.data[st.pos++], st.readSubBlocksB()); // decode the pixels
if (bitField & 0b1000000) { // de interlace if needed
frame.interlaced = true;
deinterlace(frame.width);
} else { frame.interlaced = false }
processFrame(frame); // convert to canvas image
};
function processFrame(frame) { // creates a RGBA canvas image from the indexed pixel data.
var ct, cData, dat, pixCount, ind, useT, i, pixel, pDat, col, frame, ti;
frame.image = document.createElement('canvas');
frame.image.width = gif.width;
frame.image.height = gif.height;
frame.image.ctx = frame.image.getContext("2d");
ct = frame.localColourTableFlag ? frame.localColourTable : gif.globalColourTable;
if (gif.lastFrame === null) { gif.lastFrame = frame }
useT = (gif.lastFrame.disposalMethod === 2 || gif.lastFrame.disposalMethod === 3) ? true : false;
if (!useT) { frame.image.ctx.drawImage(gif.lastFrame.image, 0, 0, gif.width, gif.height) }
cData = frame.image.ctx.getImageData(frame.leftPos, frame.topPos, frame.width, frame.height);
ti = frame.transparencyIndex;
dat = cData.data;
if (frame.interlaced) { pDat = deinterlaceBuf }
else { pDat = pixelBuf }
pixCount = pDat.length;
ind = 0;
for (i = 0; i < pixCount; i++) {
pixel = pDat[i];
col = ct[pixel];
if (ti !== pixel) {
dat[ind++] = col[0];
dat[ind++] = col[1];
dat[ind++] = col[2];
dat[ind++] = 255; // Opaque.
} else
if (useT) {
dat[ind + 3] = 0; // Transparent.
ind += 4;
} else { ind += 4 }
}
frame.image.ctx.putImageData(cData, frame.leftPos, frame.topPos);
gif.lastFrame = frame;
if (!gif.waitTillDone && typeof gif.onload === "function") { doOnloadEvent() }// if !waitTillDone the call onload now after first frame is loaded
};
// **NOT** for commercial use.
function finnished() { // called when the load has completed
gif.loading = false;
gif.frameCount = gif.frames.length;
gif.lastFrame = null;
st = undefined;
gif.complete = true;
gif.disposalMethod = undefined;
gif.transparencyGiven = undefined;
gif.delayTime = undefined;
gif.transparencyIndex = undefined;
gif.waitTillDone = undefined;
pixelBuf = undefined; // dereference pixel buffer
deinterlaceBuf = undefined; // dereference interlace buff (may or may not be used);
pixelBufSize = undefined;
deinterlaceBuf = undefined;
gif.currentFrame = 0;
if (gif.frames.length > 0) { gif.image = gif.frames[0].image }
doOnloadEvent();
if (typeof gif.onloadall === "function") {
(gif.onloadall.bind(gif))({ type : 'loadall', path : [gif] });
}
if (gif.playOnLoad) { gif.play() }
}
function canceled () { // called if the load has been cancelled
finnished();
if (typeof gif.cancelCallback === "function") { (gif.cancelCallback.bind(gif))({ type : 'canceled', path : [gif] }) }
}
function parseExt() { // parse extended blocks
const blockID = st.data[st.pos++];
if(blockID === GIF_FILE.GCExt) { parseGCExt() }
else if(blockID === GIF_FILE.COMMENT) { gif.comment += st.readSubBlocks() }
else if(blockID === GIF_FILE.APPExt) { parseAppExt() }
else {
if(blockID === GIF_FILE.UNKNOWN) { st.pos += 13; } // skip unknow block
st.readSubBlocks();
}
}
function parseBlock() { // parsing the blocks
if (gif.cancel !== undefined && gif.cancel === true) { canceled(); return }
const blockId = st.data[st.pos++];
if(blockId === GIF_FILE.IMAGE ){ // image block
parseImg();
if (gif.firstFrameOnly) { finnished(); return }
}else if(blockId === GIF_FILE.EOF) { finnished(); return }
else { parseExt() }
if (typeof gif.onprogress === "function") {
gif.onprogress({ bytesRead : st.pos, totalBytes : st.data.length, frame : gif.frames.length });
}
setTimeout(parseBlock, 0); // parsing frame async so processes can get some time in.
};
function cancelLoad(callback) { // cancels the loading. This will cancel the load before the next frame is decoded
if (gif.complete) { return false }
gif.cancelCallback = callback;
gif.cancel = true;
return true;
}
function error(type) {
if (typeof gif.onerror === "function") { (gif.onerror.bind(this))({ type : type, path : [this] }) }
gif.onload = gif.onerror = undefined;
gif.loading = false;
}
function doOnloadEvent() { // fire onload event if set
gif.currentFrame = 0;
gif.nextFrameAt = gif.lastFrameAt = new Date().valueOf(); // just sets the time now
if (typeof gif.onload === "function") { (gif.onload.bind(gif))({ type : 'load', path : [gif] }) }
gif.onerror = gif.onload = undefined;
}
function dataLoaded(data) { // Data loaded create stream and parse
st = new Stream(data);
parse();
}
function loadGif(filename) { // starts the load
var ajax = new XMLHttpRequest();
ajax.responseType = "arraybuffer";
ajax.onload = function (e) {
if (e.target.status === 404) { error("File not found") }
else if(e.target.status >= 200 && e.target.status < 300 ) { dataLoaded(ajax.response) }
else { error("Loading error : " + e.target.status) }
};
ajax.open('GET', filename, true);
ajax.send();
ajax.onerror = function (e) { error("File error") };
this.src = filename;
this.loading = true;
}
function play() { // starts play if paused
if (!gif.playing) {
gif.paused = false;
gif.playing = true;
playing();
}
}
function pause() { // stops play
gif.paused = true;
gif.playing = false;
clearTimeout(timerID);
}
function togglePlay(){
if(gif.paused || !gif.playing){ gif.play() }
else{ gif.pause() }
}
function seekFrame(frame) { // seeks to frame number.
clearTimeout(timerID);
gif.currentFrame = frame % gif.frames.length;
if (gif.playing) { playing() }
else { gif.image = gif.frames[gif.currentFrame].image }
}
function seek(time) { // time in Seconds // seek to frame that would be displayed at time
clearTimeout(timerID);
if (time < 0) { time = 0 }
time *= 1000; // in ms
time %= gif.length;
var frame = 0;
while (time > gif.frames[frame].time + gif.frames[frame].delay && frame < gif.frames.length) { frame += 1 }
gif.currentFrame = frame;
if (gif.playing) { playing() }
else { gif.image = gif.frames[gif.currentFrame].image}
}
function playing() {
var delay;
var frame;
if (gif.playSpeed === 0) {
gif.pause();
return;
} else {
if (gif.playSpeed < 0) {
gif.currentFrame -= 1;
if (gif.currentFrame < 0) {gif.currentFrame = gif.frames.length - 1 }
frame = gif.currentFrame;
frame -= 1;
if (frame < 0) { frame = gif.frames.length - 1 }
delay = -gif.frames[frame].delay * 1 / gif.playSpeed;
} else {
gif.currentFrame += 1;
gif.currentFrame %= gif.frames.length;
delay = gif.frames[gif.currentFrame].delay * 1 / gif.playSpeed;
}
gif.image = gif.frames[gif.currentFrame].image;
timerID = setTimeout(playing, delay);
}
}
var gif = { // the gif image object
onload : null, // fire on load. Use waitTillDone = true to have load fire at end or false to fire on first frame
onerror : null, // fires on error
onprogress : null, // fires a load progress event
onloadall : null, // event fires when all frames have loaded and gif is ready
paused : false, // true if paused
playing : false, // true if playing
waitTillDone : true, // If true onload will fire when all frames loaded, if false, onload will fire when first frame has loaded
loading : false, // true if still loading
firstFrameOnly : false, // if true only load the first frame
width : null, // width in pixels
height : null, // height in pixels
frames : [], // array of frames
comment : "", // comments if found in file. Note I remember that some gifs have comments per frame if so this will be all comment concatenated
length : 0, // gif length in ms (1/1000 second)
currentFrame : 0, // current frame.
frameCount : 0, // number of frames
playSpeed : 1, // play speed 1 normal, 2 twice 0.5 half, -1 reverse etc...
lastFrame : null, // temp hold last frame loaded so you can display the gif as it loads
image : null, // the current image at the currentFrame
playOnLoad : true, // if true starts playback when loaded
// functions
load : loadGif, // call this to load a file
cancel : cancelLoad, // call to stop loading
play : play, // call to start play
pause : pause, // call to pause
seek : seek, // call to seek to time
seekFrame : seekFrame, // call to seek to frame
togglePlay : togglePlay, // call to toggle play and pause state
};
return gif;
}
/*=========================================================================
End of gif reader
*/
const mouse = {
bounds: null,
x: 0,
y: 0,
button: false
};
function mouseEvents(e) {
const m = mouse;
m.bounds = canvas.getBoundingClientRect();
m.x = e.pageX - m.bounds.left - scrollX;
m.y = e.pageY - m.bounds.top - scrollY;
mouse.x = e.pageX;
m.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : m.button;
}
["down", "up", "move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));
canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
NOTES
This works for 99% of gifs. Occasionally you will find a gif that does not play correctly. Reason: (I never bothered to find out). Fix: re-encode gif using modern encoder.
There are some minor inconsistencies that need fixing. In time I will provide a codePen example with ES6 and improved interface. Stay tuned.
Here ya go:
You will need to exctract each frames and make an array out of them
split frames: http://gifgifs.com/split/
easier if you have urls or path like http://lol.com/Img1.png ...... http://lol.com/Img27.png with which you can do a simple loop like this:
var Img = [];
for (var i = 0; i < 28; i++) {
Img[i] = new Image();
Img[i].src = "http://lol.com/Img"+i+".png";
}
function drawAnimatedImage(arr,x,y,angle,factor,changespeed) {
if (!factor) {
factor = 1;
}
if (!changespeed) {
changespeed = 1;
}
ctx.save();
ctx.translate(x, y);
ctx.rotate(angle * Math.PI / 180);
if (!!arr[Math.round(Date.now()/changespeed) % arr.length]) {
ctx.drawImage(arr[Math.round(Date.now()/changespeed) % arr.length], -(arr[Math.round(Date.now()/changespeed) % arr.length].width * factor / 2), -(arr[Math.round(Date.now()/changespeed) % arr.length].height * factor / 2), arr[Math.round(Date.now()/changespeed) % arr.length].width * factor, arr[Math.round(Date.now()/changespeed) % arr.length].height * factor);
}
ctx.restore();
}
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext('2d');
var waitingWolf = [];
var url = ["https://i.imgur.com/k3T7psX.gif","https://i.imgur.com/CTSC8FC.gif","https://i.imgur.com/6NHLWKK.gif","https://i.imgur.com/U1u04sY.gif","https://i.imgur.com/4695vnQ.gif","https://i.imgur.com/oDO0YWT.gif","https://i.imgur.com/LqptRh1.gif","https://i.imgur.com/6gTxvul.gif","https://i.imgur.com/ULN5mqK.gif","https://i.imgur.com/RACB9WM.gif","https://i.imgur.com/4TZ6kNi.gif","https://i.imgur.com/9VvlzhK.gif","https://i.imgur.com/nGUnsfW.gif","https://i.imgur.com/2h8vLjK.gif","https://i.imgur.com/ZCdKkF1.gif","https://i.imgur.com/wZmWrYP.gif","https://i.imgur.com/4lhjVSz.gif","https://i.imgur.com/wVO0PbE.gif","https://i.imgur.com/cgGn5tV.gif","https://i.imgur.com/627gH5Y.gif","https://i.imgur.com/sLDSeS7.gif","https://i.imgur.com/1i1QNAs.gif","https://i.imgur.com/V3vDA1A.gif","https://i.imgur.com/Od2psNo.gif","https://i.imgur.com/WKDXFdh.gif","https://i.imgur.com/RlhIjaM.gif","https://i.imgur.com/293hMnm.gif","https://i.imgur.com/ITm0ukT.gif"]
function setup () {
for (var i = 0; i < 28; i++) {
waitingWolf[i] = new Image();
waitingWolf[i].src = url[i];
}
}
setup();
function yop() {
ctx.clearRect(0,0,1000,1000)
if (waitingWolf.length == 28) {
drawAnimatedImage(waitingWolf,300,100,0,1,60)
}
requestAnimationFrame(yop);
}
requestAnimationFrame(yop);
<canvas id="myCanvas" width="1000" height="1000">
</canvas>
You can use Gify & gifuct-js projects on Github.
First, download your Animated gif and prepare the images you need to do this on page load.
var framesArray;
var currentFrame = 0;
var totalFrames = null;
var oReq = new XMLHttpRequest();
oReq.open("GET", "/myfile.gif", true);
oReq.responseType = "arraybuffer";
oReq.onload = function (oEvent) {
var arrayBuffer = oReq.response; // Note: not oReq.responseText
if(gify.isAnimated(arrayBuffer)){
var gif = new GIF(arrayBuffer);
framesArray = gif.decompressFrames(true);
totalFrames = framesArray.length;
}
};
oReq.send(null);
When you want your animation to show so in your draw loop
if((xHero >= xMonster-10)&&(xHero <= xMonster + 10)){
// you need to work out from your frame rate when you should increase current frame
// based on the framerate of the gif image using framesArray[currentFrame].delay
// auto-detect if we need to jump to the first frame in the loop
// as we gone through all the frames
currentFrame = currentFrame % totalFrames;
var frame = framesArray[currentFrame];
var x,y;
// get x posstion as an offset from xHero
// get y posstion as an offset from yHero
objContexto.putImageData(frame.patch,x,y);
}
Please note this code is not tested I built following the documentation of the 2 projects so it might be a little wrong but it shows roughly how it is possible,
the 3rd link is the online contents of the demo folder for the gitfuct-js library
https://github.com/rfrench/gify
https://github.com/matt-way/gifuct-js
http://matt-way.github.io/gifuct-js/
It is not possible to simply draw a .gif (animated!) on the <canvas> element.
You have two options.
a) you can append the HTML with a <div> to which you append the .gif (via <img> node) and then layer the via z-Index and css top/left over the <canvas>, at the correct position. It will mess up with mouse events eventually tho, which can be solved by event propagation. I would consider this a poor mans solution.
b) You need to learn how to animate stuff. Look up window.requestAnimationFrame method. Doing so will allow you to animate on the <canvas>, which can emulate the .gif behavior you are looking for. It will however be a bit complex at your current level i think.
You can draw the .gif on the canvas like the above poster described. However, it will be 100 % static, like a .jpg or .png in that case, unless you manage to dissolve the .gif into its frames and still use the window.requestAnimationFrame method.
Basicly, if you want the animated behavior of a .gif, you will need to make major adjustments.
Simply draw your image on the canvas at whatever position you want to insert your gif. I'll assume you want to insert your gif in the canvas meuCanvas.
So:
if((xHero >= xMonster-10)&&(xHero <= xMonster + 10))
{
var ctx = document.getElementById('meuCanvas').getContext('2d');
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
};
img.src = 'http://media3.giphy.com/media/kEKcOWl8RMLde/giphy.gif';
}
I'm also not quite sure what your problem is, but instead of:
if((xHero >= xMonster-10)||(xHero <= xMonster + 10))
{
/*gif here*/
}
you probably want:
if (xHero >= xMonster-10 && xHero <= xMonster + 10)
{
/*gif here*/
}
|| means OR
&& means AND
In your code using OR makes the condition always true; that's probably not what you want.

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