4.1拳皇(上)

master
barney 2 years ago
parent 2054e2f35d
commit 14103295da
  1. 7
      static/css/base.css
  2. BIN
      static/images/background/0.gif
  3. BIN
      static/images/player/kyo/0.gif
  4. BIN
      static/images/player/kyo/1.gif
  5. BIN
      static/images/player/kyo/2.gif
  6. BIN
      static/images/player/kyo/3.gif
  7. BIN
      static/images/player/kyo/4.gif
  8. BIN
      static/images/player/kyo/5.gif
  9. BIN
      static/images/player/kyo/6.gif
  10. 51
      static/js/ac_game_object/base.js
  11. 32
      static/js/base.js
  12. 18
      static/js/controller/base.js
  13. 40
      static/js/game_map/base.js
  14. 162
      static/js/player/base.js
  15. 39
      static/js/player/kyo.js
  16. 376
      static/js/utils/gif.js
  17. 19
      template/index.html

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#kof {
width: 960px;
height: 540px;
background-image: url('/static/images/background/0.gif');
background-size: 200% 100%;
background-position: top;
}

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let AC_GAME_OBJECTS = [];
class AcGameObject {
constructor() {
AC_GAME_OBJECTS.push(this);
this.time_delta = 0; // 距离上一帧的事件间隔
this.has_call_start = false; // 是否调用过start函数
}
start() { // 最开始执行一次
}
update() { // 每一帧执行一次(除了第一帧)
}
destory() {
for (let i in AC_GAME_OBJECTS) {
if (AC_GAME_OBJECTS[i] === this) {
AC_GAME_OBJECTS.splice(i,1);
break;
}
}
}
}
let last_timestamp; // 上一帧执行完的时刻
// timestamp: 当前时刻
let AC_GAME_OBJECT_FRAME = (timestamp) => {
for (let obj of AC_GAME_OBJECTS) { // 所有对象执行一次start函数
if (obj.has_call_start === false) {
obj.start();
obj.has_call_start = true;
}
else {
obj.time_delta = timestamp - last_timestamp;
obj.update();
}
}
last_timestamp = timestamp;
requestAnimationFrame(AC_GAME_OBJECT_FRAME); // 递归执行该函数
}
requestAnimationFrame(AC_GAME_OBJECT_FRAME);
export {
AcGameObject,
}

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import { GameMap } from '/static/js/game_map/base.js'
import { Kyo } from './player/kyo.js';
class KOF{
constructor(id) {
this.$kof = $('#' + id);
this.gamemap = new GameMap(this); // root都是指kof对象
this.players = [
new Kyo(this,{
id: 0,
x: 100,
y: 0,
width: 120,
height: 200,
color: 'blue',
}),
new Kyo(this,{
id: 1,
x: 740,
y: 0,
width: 120,
height: 200,
color: 'red',
})
]
}
}
export {
KOF,
}

@ -0,0 +1,18 @@
export class Controller {
constructor($canvas) {
this.$canvas = $canvas;
this.press_keys = new Set();
this.start();
}
start() { // 自定义按键事件,保证按下一个键只存一次键值
let outer = this;
this.$canvas.keydown(function(e) {
outer.press_keys.add(e.key);
});
this.$canvas.keyup(function(e) {
outer.press_keys.delete(e.key);
});
}
}

@ -0,0 +1,40 @@
import { AcGameObject } from '/static/js/ac_game_object/base.js'
import { Controller } from '../controller/base.js';
class GameMap extends AcGameObject {
constructor(root) {
super();
this.root = root; // KOF对象
this.$canvas = $('<canvas width="960" height="540" tabindex=0></canvas>');
this.ctx = this.$canvas[0].getContext('2d'); // 获取上下文,canvas对象
this.root.$kof.append(this.$canvas); // 将canvas加入$kof中,this.root.$kof是class=kof的div
this.$canvas.focus(); // 聚焦
this.controller = new Controller(this.$canvas);
}
start() {
}
update() {
this.render();
}
render() {
this.ctx.clearRect(0,0,this.ctx.canvas.width,this.ctx.canvas.height);
// console.log(this.ctx.canvas.width,this.ctx.canvas.height); // 打印canvas的宽高
// console.log(this.$canvas.width());
// this.ctx.fillStyle = "#21252b"; // 画布的颜色
// // this.ctx.fillRect(0,0,this.ctx.canvas.width,this.ctx.canvas.height); // 画矩形
// this.ctx.fillRect(0,0,this.$canvas.width(),this.$canvas.height());
}
}
export {
GameMap,
}

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import { AcGameObject } from "../ac_game_object/base.js";
export class Player extends AcGameObject {
constructor(root, info) {
super();
this.root = root;
this.id = info.id; // 人物id
this.x = info.x; // 人物坐标
this.y = info.y;
this.width = info.width; // 人物大小
this.height = info.height;
this.color = info.color; // 人物颜色
this.vx = 0; // 横纵方向的移动速度
this.vy = 0;
this.speedx = 400; // 水平速度初始速度
this.speedy = -1000; // 跳起的初始速度
this.gravity = 50; // 重力加速度
this.ctx = this.root.gamemap.ctx; // 获取canvas对象
this.direction = 1; // 1:向右 -1:向左
// 0:idle 1:向前 2:向后 3:跳跃 4:攻击 5:被打 6: 死亡
this.status = 3; // 人物当前状态(总共七种状态)
this.press_keys = this.root.gamemap.controller.press_keys; // 用户按下的所有键值
this.animations = new Map(); // 每个动作动画的配置
this.current_frame_cnt = 0; // 当前加载了多少帧
}
start() {
}
update_controll() {
let w, a, d, space;
// 两个用户使用不同的按键
if (this.id === 0) {
w = this.press_keys.has('w'); // 跳
a = this.press_keys.has('a'); // 左移
d = this.press_keys.has('d'); // 右移
space = this.press_keys.has(' '); // 停
} else {
w = this.press_keys.has('ArrowUp');
a = this.press_keys.has('ArrowLeft');
d = this.press_keys.has('ArrowRight');
space = this.press_keys.has('Enter');
}
// 0表示静止 1表示移动 3表示跳跃
if (this.status === 0 || this.status === 1) {
if (space) { // 攻击状态
this.status = 4;
this.vx = 0;
this.current_frame_cnt = 0;
}
else if (w) { // 如果按的是跳
if (d) {
this.vx = this.speedx;
} else if (a) {
this.vx = -this.speedx;
} else {
this.vx = 0;
}
this.vy = this.speedy;
this.status = 3;
this.current_frame_cnt = 0;
} else if (d) {
this.vx = this.speedx;
this.status = 1;
} else if (a) {
this.vx = -this.speedx;
this.status = 1;
} else {
this.vx = 0;
this.status = 0;
}
}
}
update_direction() { // 保证两个人物是对称的
let players = this.root.players;
if (players[0] && players[1]) {
let me = this, you = players[1 - this.id];
if (me.x < you.x) me.direction = 1; // 向右
else me.direction = -1; // 向左
}
}
update_move() {
this.vy += this.gravity;
// 改变x,y轴坐标
this.x += this.vx * this.time_delta / 1000;
this.y += this.vy * this.time_delta / 1000;
if (this.y > 300) {
this.y = 300;
if (this.status === 3) this.status = 0;
}
if (this.x < 0) {
this.x = 0;
} else if (this.x + this.width > this.root.gamemap.$canvas.width()) {
this.x = this.root.gamemap.$canvas.width() - this.width;
}
}
update() {
this.update_controll();
this.update_move();
this.update_direction();
this.render();
}
render() {
// this.ctx.fillStyle = this.color; // 画布的颜色
// this.ctx.fillRect(this.x, this.y, this.width, this.height); // 画人物
let status = this.status;
if (this.status === 1 && this.direction * this.vx < 0) status = 2;
// 根据状态获取动画
let obj = this.animations.get(status);
if (obj && obj.loaded) {
if (this.direction > 0) {
let k = parseInt(this.current_frame_cnt / obj.frame_rate) % obj.frame_cnt; // 每5帧刷新一次
let image = obj.gif.frames[k].image; // 渲染第k张图片
this.ctx.drawImage(image, this.x, this.y + obj.offset_y, image.width * obj.scale, image.height * obj.scale);
} else {
this.ctx.save();
this.ctx.scale(-1, 1);
this.ctx.translate(-this.root.gamemap.$canvas.width(), 0);
let k = parseInt(this.current_frame_cnt / obj.frame_rate) % obj.frame_cnt; // 每5帧刷新一次
let image = obj.gif.frames[k].image; // 渲染第k张图片
this.ctx.drawImage(image, this.root.gamemap.$canvas.width() - this.x - this.width, this.y + obj.offset_y, image.width * obj.scale, image.height * obj.scale);
this.ctx.restore();
}
}
if (status === 4) {
if (this.current_frame_cnt === obj.frame_rate * (obj.frame_cnt - 1)) {
this.status = 0;
}
}
this.current_frame_cnt++;
}
}

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import { Player } from "./base.js";
import { GIF } from '/static/js/utils/gif.js';
export class Kyo extends Player{
constructor(root,info) {
super(root,info);
this.init_animations();
}
init_animations() {
let outer = this; // 要在下面的function中使用必须保存当前的this
let offsets = [0,-10,-10,0,0,0,0];
// 总共有七个动作
for (let i = 0 ; i < 7; i++) {
let gif = new GIF();
gif.load(`/static/images/player/kyo/${i}.gif`); // gif->images
this.animations.set(i, {
gif: gif,
frame_cnt: 0, // 总图片数
frame_rate: 5, // 每5帧过渡一次
offset_y: offsets[i], // y方向偏移量
loaded: false, // 是否加载完成
scale: 2, // 放大多少倍
});
// 加载动画
gif.onload = function() {
let obj = outer.animations.get(i); // 获取第i个动作
obj.frame_cnt = gif.frames.length; // 配置总图片数
obj.loaded = true; // 成功加载
if (i === 3) {
obj.frame_rate = 4;
}
};
}
}
}

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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;
}
export {
GIF
}

@ -0,0 +1,19 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>拳皇</title>
<link rel="stylesheet" href="/static/css/base.css">
<script src="https://cdn.acwing.com/static/jquery/js/jquery-3.3.1.min.js"></script>
</head>
<body>
<div id="kof"></div>
<script type="module">
import {KOF} from '/static/js/base.js';
let kof = new KOF('kof');
</script>
</body>
</html>
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