Run spritesheet animations in webGL, that is all.
######Demos here
If you have a DOM app and want to create some fast spritesheets in WebGL, which fall back nicely to Canvas, then this might be of help. Take note that this runs spritesheets standalone, each on its own canvas.
Chrome limits WebGL context instances to 16, so you can run only 16 spritesheets at the same time. Always destroy unused instances.
If you need more than 16 spritesheet animations on your page at the same time, then you might want to consider going full canvas and use a proper javascript game engine :)
#Usage
Create the html canvas element
<canvas id="canvas"></canvas>
Initiate SpriteAnim on the canvas element: var mySpriteAnimation = new SpriteAnim(canvasId,forceCanvas2D)
@Param1: {string} - ID of the canvas element
@Param2: {boolean | optional} - Wether to force the spritesheet's render in 2D Canvas or not
Run spritesheet animation
mySpriteAnimation.start({
frameWidth: 100,
frameHeight: 100,
image: image_element, // must be preloaded
fps: 10,
className: 'class_name',
loop: true,
onStart: function() {},
onComplete: function() {}
});
@Prop1: {integer} - Single frame width
@Prop2: {integer} - Single frame height
@Prop3: {element} - Image element of spritesheet, must be preloaded
@Prop4: {integer} - Number of frames per second to run the spritesheet, defaults to 30
@Prop5: {string} || false - Class name(s) which to add on the canvas
@Prop6: {boolean} || false - Whether to loop the animation
@Prop7: {function} || false - Callback function that runs once when the animation starts
@Prop8: {function} || false - Callback function that runs everytime the animation ends
#Methods
####Start
instance.start({props})
####Stop
instance.stop()
i.e. mySpriteAnimation.stop()
#Preloading
You must preload all of the spritesheets that you are going to use.
--
There you have it, a very easy way to create Sprite Animations in WebGL with fallback to canvas. I use it to create smooth particle-based sprite animations in various places in a webpage or in a game.