Get Off My Lawn Get Off My Lawn - 2 months ago 15
TypeScript Question

Play sprite sheet on canvas slower than frame rate

I have a sprite renderer which tells my game engine how to render a sprite. The update method in this class gets called about

120
times per second. Running through a sprite sheet at that speed is too fast.

In my sprite class I have a property called
duration
, which tells the renderer how many seconds the sprite should play for. Once it has reached the last frame it should start over.

I am not exactly sure how to calculate this with an
update
that runs
120
times a second, and a sprite sheet that should last for
x
seconds till it starts over.

class SpriteRenderer extends Component {

// The current frame
public frame: number = 0;
// The sprite reference
public sprite: Sprite = null;

update() {

// Number of frames in the sprite sheet
let frames = this.sprite.frames;
if (frames > 0) {
// The time in seconds the sprite sheet should play
let duration = this.sprite.duration;

if (/* What should go here? */) {
this.frame++;
if (this.frame > frames - 1) {
this.frame = 0;
}
}
}

}

}

Answer

You could implement a time variable that controls the frame time. This variable is a float and once it gets large enough you can do the next frame and reset the variable.

I have never done any type script, but this may work. It will at least give you an idea of what i am talking about.

If the update runs 120 times every second that means that it runs every 60/120 seconds 0.5.

Now we can increment currentTime by 0.5 and check if the currentTime > sprite.duration*60 I think. :)

Exampe:

class SpriteRenderer extends Component {

    // The current frame
    public frame: number = 0;
    // The sprite reference
    public sprite: Sprite = null;
    public currentTime: number = 0.0; //This is the current time.
    public updateTime: number = this.sprite.duration*60; //This is how long the update time is.
    update() {
        this.currentTime += 0.5; //Add to the current time.
        // Number of frames in the sprite sheet
        let frames = this.sprite.frames;
        if (frames > 0) {
            // The time in seconds the sprite sheet should play
            let duration = this.sprite.duration;

            if (this.currentTime > this.sprite.duration*60) { //Check if the current time is more than the wait time.
                this.currentTime = 0.0; //Reset the wait time.
                this.frame++;
                if (this.frame > frames - 1) {
                    this.frame = 0;
                }
            }
        }

    }

}