Files
OpenFrontIO/src/client/graphics/AnimatedSpriteLoader.ts
T
DevelopingTom bb24f18285 Add new FX layer and a nuke animation (#807)
## Description:

Changes:
- Added an AnimatedSprite class to handle spritesheets
- New FX layer, displaying cosmectics effects
- New Nuke FX: an animated sprite explosion, and a shockwave effect
- New "Special effects" setting, toggle to deactivate the FX layer for
lower-end hardware / personal taste


#### Note that the animation is a placeholder. It should be replaced
when a better looking one is available.

- Nuke:


https://github.com/user-attachments/assets/6eff1d0d-5081-47ad-932f-2bfcda72cb3c


- Mirv:


https://github.com/user-attachments/assets/3bc891b4-449c-4acb-8e24-e237b423c2a9


- SAM are also using the same Nuke animation. To be improved with a
custom FX:


https://github.com/user-attachments/assets/d65addce-5890-42c2-81e0-3eaa79ed87f3

## Performances:

Excellent since it's not manipulating the underlying imagedata directly.
Profiling during a MIRV with 100's of animations:

![image](https://github.com/user-attachments/assets/3477c963-d10f-493b-bcb1-93b7990d3edb)



### New settings:

- main menu:


![image](https://github.com/user-attachments/assets/5b1127bb-3b89-4c06-b519-fb173301d9fd)

- In game:


![image](https://github.com/user-attachments/assets/ba899253-a7cf-4d1c-8801-da41d2b1536b)


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-05-18 12:43:12 -07:00

77 lines
1.9 KiB
TypeScript

import nuke from "../../../resources/sprites/nukeExplosion.png";
import { AnimatedSprite } from "./AnimatedSprite";
import { FxType } from "./fx/Fx";
type AnimatedSpriteConfig = {
url: string;
frameWidth: number;
frameCount: number;
frameDuration: number; // ms per frame
looping?: boolean;
originX: number;
originY: number;
};
const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
[FxType.Nuke]: {
url: nuke,
frameWidth: 60,
frameCount: 9,
frameDuration: 70,
looping: false,
originX: 30,
originY: 30,
},
};
const animatedSpriteImageMap: Map<FxType, CanvasImageSource> = new Map();
export const loadAllAnimatedSpriteImages = async (): Promise<void> => {
const entries = Object.entries(ANIMATED_SPRITE_CONFIG);
await Promise.all(
entries.map(async ([fxType, config]) => {
const typedFxType = fxType as FxType;
if (!config?.url) return;
try {
const img = new Image();
img.crossOrigin = "anonymous";
img.src = config.url;
await new Promise<void>((resolve, reject) => {
img.onload = () => resolve();
img.onerror = (e) => reject(e);
});
const canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
canvas.getContext("2d")!.drawImage(img, 0, 0);
animatedSpriteImageMap.set(typedFxType, canvas);
} catch (err) {
console.error(`Failed to load sprite for ${typedFxType}:`, err);
}
}),
);
};
export const createAnimatedSpriteForUnit = (
fxType: FxType,
): AnimatedSprite | null => {
const config = ANIMATED_SPRITE_CONFIG[fxType];
const image = animatedSpriteImageMap.get(fxType);
if (!config || !image) return null;
return new AnimatedSprite(
image,
config.frameWidth,
config.frameCount,
config.frameDuration,
config.looping ?? true,
config.originX,
config.originY,
);
};