OLPCities/The avatar: Difference between revisions
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av.setFrame(3); |
av.setFrame(3); |
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av.setFrameByDirection(90,90,1,180,180,3,270,270,0,0,0,2); |
av.setFrameByDirection(90,90,1,180,180,3,270,270,0,0,0,2); |
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av.setAnimation( |
av.setAnimation(0); |
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av.setZ(10); |
av.setZ(10); |
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av.collides=true; |
av.collides=true; |
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</html> |
</html> |
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</pre> |
</pre> |
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We are pre-loading all the images. The OLPC browser wait the load of all the images to open the page/Lot. |
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We will use the arrow keys to move the avatar. The capture of the press of the key occurs inside a "timer loop". |
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The first frame of the avatar has the value 0 (zero). For the avatar going down we do: <b>av.setFrame(3)</b>. |
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setFrameByDirection |
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Changing the direction of the movement of the avatar, the frame changes. We use the method: <b>setFrameByDirection</b> to define it. And we change the direction using the arrow keys and the method: <b>setDir</b>. |
Revision as of 16:03, 21 September 2006
You can find avatares at our Inventory. The link is: Avatares. You can use one of them or create a nes . Remember to put it available for everybody. An avatar has some "frames" and some "animations". The size of one "cell" is 32 x 32 pixels.
At this lesson we will add an avatar to the Lot of the previous. We will use (take a look) elements of the Classes:
We will make some comentaries about the code of the page:
<html> <head> <script language="Javascript" src="http://www.dmu.com/olpc/gamelib_core.js"></script> <script language="Javascript" src="http://www.dmu.com/olpc/gamelib_sprites.js"></script> <script language="Javascript" src="http://www.dmu.com/olpc/gamelib_keyboard.js"></script> <script language="Javascript"> function init(){ Sp_linuxcompatible=true; Gl_preloader("floorW05N07.gif"); Gl_preloader("plaquehello.gif"); Gl_preloader("avat1.gif"); upkey=Kb_trapkey("UP"); downkey=Kb_trapkey("DOWN"); rightkey=Kb_trapkey("RIGHT"); leftkey=Kb_trapkey("LEFT"); av=new Sp_Sprite(); av.setImage("avat1.gif",32,32,4,2); av.setXlimits(5,610); av.setYlimits(5,385); av.moveTo( 300,170); av.setFrame(3); av.setFrameByDirection(90,90,1,180,180,3,270,270,0,0,0,2); av.setAnimation(0); av.setZ(10); av.collides=true; av.useHitEvents(true); av.setAnimationSpeed(3); av.switchOn(); floor=new Sp_Sprite(); floor.setImage("floorW05N07.gif",614,390,1,1); floor.setXlimits( 0,616); floor.setYlimits( 0,390); floor.setFrame(0); floor.moveTo(0 , 0 ); floor.setZ(5); floor.switchOn(); pl=new Sp_Sprite(); pl.setImage("plaquehello.gif",179,101,1,1); pl.setXlimits( 0,614); pl.setYlimits( 0,390); pl.setFrame(0); pl.moveTo(355 , 45 ); pl.setZ(12); pl.makeHard(); pl.switchOn() Gl_hook("timestep()"); Gl_start(); } function timestep(){ av.setSpeed(0); av.setAnimationRepeat(0); if(rightkey.pressed){ av.setDir(1,0); av.setAnimationRepeat(-1); av.setSpeed(2); } else if(leftkey.pressed){ av.setDir(-1,0); av.setAnimationRepeat(-1); av.setSpeed(2); } else if(downkey.pressed){ av.setDir(0,1); av.setAnimationRepeat(-1); av.setSpeed(2); } else if(upkey.pressed){ av.setDir(0,-1); av.setAnimationRepeat(-1); av.setSpeed(2); } }//timestep </script> </head> <title>TUTCITY </title> <body bgcolor="black" onload="init()" > </html>
We are pre-loading all the images. The OLPC browser wait the load of all the images to open the page/Lot.
We will use the arrow keys to move the avatar. The capture of the press of the key occurs inside a "timer loop".
The first frame of the avatar has the value 0 (zero). For the avatar going down we do: av.setFrame(3). setFrameByDirection Changing the direction of the movement of the avatar, the frame changes. We use the method: setFrameByDirection to define it. And we change the direction using the arrow keys and the method: setDir.