OLPCities/The avatar: Difference between revisions

From OLPC
Jump to navigation Jump to search
No edit summary
No edit summary
Line 38: Line 38:
av.setFrame(3);
av.setFrame(3);
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);
av.setAnimation(1);
av.setAnimation(0);
av.setZ(10);
av.setZ(10);
av.collides=true;
av.collides=true;
Line 102: Line 102:
</html>
</html>
</pre>
</pre>

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: <b>av.setFrame(3)</b>.
setFrameByDirection
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.

Tut2-1.jpg

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.