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hi everybody.
I need a plugin to show picture animation in a canvas.
But compatible with all @Galv plugin
and the Bind Pictures To Map.
Is a paid request.
I will Paid with paypal
And plugin Free to share after paid (no license)
plugin similar as
example .
This picture

need to render picture animation in canvas
/monthly_2016_11/aniamtion.gif.45f61c2e11ebec28cbd3500362c706c9.gif
Need bind the picture canvas possibility
and not conflict with galv plugin ([Galv's Character Frames], [Galv's Character Animations],[Galv's Picture Animations])
For now i make my own plugin but without canvas. But without canvas rendering is a little laggy and i lost some fps.
i use setInterval to make $gameScreen.showPicture.
But this are not the good way for rendering animation,i read this topic.
https://www.html5rocks.com/en/tutorials/canvas/performance/
so i need a canvas render.
Tank you i lot
Bids your prices please in (CAD,USD,EUR or RU
I need a plugin to show picture animation in a canvas.
But compatible with all @Galv plugin
and the Bind Pictures To Map.
Is a paid request.
I will Paid with paypal
And plugin Free to share after paid (no license)
plugin similar as
example .
This picture

need to render picture animation in canvas
/monthly_2016_11/aniamtion.gif.45f61c2e11ebec28cbd3500362c706c9.gif
Need bind the picture canvas possibility
and not conflict with galv plugin ([Galv's Character Frames], [Galv's Character Animations],[Galv's Picture Animations])
For now i make my own plugin but without canvas. But without canvas rendering is a little laggy and i lost some fps.
// avat super top PID 900&901
//0:ID,1:'File-name',2:Frames,3:IntervalStored?,4:x,5:y,6:ScaleX,7:LastID
BigAvatar = [
[8,'H1-IDLE-',0,0,100,650,100,0],
[9,'H2-IDLE-',0,0,220,765,100,0]
];
// BigAvatar[0] = H1, BigAvatar[1] = H2
function SetupBigAvatars(WhatToDo,WhatAvatar,Value) {
// renitialise le avatar selectionné ou le crée
if (WhatToDo == 'Reset') {
BigAvatar[WhatAvatar][0] = (WhatAvatar+8); // renitialise au id de base du jeux (AVATAR1= 8, avatar2 = 9)
BigAvatar[WhatAvatar][1] = 'H'+ (WhatAvatar+1) + '-IDLE-' ; // renitialise le file name
BigAvatar[WhatAvatar][2] = 0 ; // renitialise le frames actuel
}
else if (WhatToDo == 'ChangeID') {
BigAvatar[WhatAvatar][7] = BigAvatar[WhatAvatar][0]; // save the oldValurID
return Value;
}
else if (WhatToDo == 'SHOW') {
// initialise et affiche horsframe les avatar
$gameScreen.showPicture(BigAvatar[WhatAvatar][0], 'H'+ (WhatAvatar+1) +'-IDLE-0', 1, -250, 650, 100, 100, 255, 0);
$gameScreen.setPictureCallCommon(BigAvatar[WhatAvatar][0], 2, 1); //Call picture click
}
}
// Call pour animéles avatar en IDLE
function AnimationBigAvatars(WhatAvatar) {
// animation sur le Avatar sois 0 ou 1
if (WhatAvatar==0) { // animé le avatar 0 (AvtarH1)
BigAvatar[0][3] = setInterval(function() {
if (BigAvatar[0][2]>12) {BigAvatar[0][2]=0;} // reset si superieur au frames 12
$gameScreen.showPicture(BigAvatar[0][0], BigAvatar[0][1]+BigAvatar[0][2], 1, BigAvatar[0][4], BigAvatar[0][5], BigAvatar[0][6], 100, 255, 0);
BigAvatar[0][2]++;
}, 58);
}
else if (WhatAvatar==1) { // animé le avatar 1 (AvtarH2)
BigAvatar[1][3] = setInterval(function() {
if (BigAvatar[1][2]>12) {BigAvatar[1][2]=0;} // reset si superieur au frames 12
$gameScreen.showPicture(BigAvatar[1][0], BigAvatar[1][1]+BigAvatar[1][2], 1, BigAvatar[1][4], BigAvatar[1][5], BigAvatar[0][6], 100, 255, 0);
BigAvatar[1][2]++;
}, 58);
};
}
// Call Pour le Move des Avatars
function MoveBigAvatars(WhatAvatar,ax,ay,Time,ScalX) {
//clear animation actuel, avant de bougé
clearInterval(BigAvatar[WhatAvatar][3]);
BigAvatar[WhatAvatar][2]=12; // reset frames 0
//Check si lavatar a bougé existe, sinon faut le créer ( antibug Bougé un avatar exist pas)
//if (!($gameScreen.picture(BigAvatar[WhatAvatar][0]))) {$gameScreen.showPicture(BigAvatar[WhatAvatar][0], 'H'+ (WhatAvatar+1) +'-IDLE-talking-happy-10', 1, -250, 650, 100, 100, 255, 0)}
// affiche picture bour le move ( utilise temporairement les animation talk, on va devoir créer les animation -move-)
$gameScreen.showPicture(BigAvatar[WhatAvatar][0], 'H'+ (WhatAvatar+1) +'-IDLE-talking-happy-'+BigAvatar[WhatAvatar][2], 1, BigAvatar[WhatAvatar][4], BigAvatar[WhatAvatar][5], BigAvatar[WhatAvatar][6], 100, 255, 0);
if (BigAvatar[WhatAvatar][7]>0) { // If > 0 , veut dire que pas effacéancien image fantome.
$gameScreen.erasePicture(BigAvatar[WhatAvatar][7]); // efface image fantome
BigAvatar[WhatAvatar][7]=0;
}
//Bouge vers la bonne endroit Selement si defeni (null = pas bougé axe)
if (ax !== null) {BigAvatar[WhatAvatar][4] = ax;}
if (ay !== null) {BigAvatar[WhatAvatar][5] = ay;}
BigAvatar[WhatAvatar][6] = ScalX;
new IAVRA.ANIMATE.Tween($gameScreen.picture(BigAvatar[WhatAvatar][0]), { _x: BigAvatar[WhatAvatar][4],_y: BigAvatar[WhatAvatar][5] ,_scaleX:BigAvatar[WhatAvatar][6] }).easing(IAVRA.EASING.quart.out).duration(Time).start();
BigAvatar[WhatAvatar][3] = setTimeout(function(){ AnimationBigAvatars(WhatAvatar); }, (Time/60)*1000); //reprend animation auto apret deplacement
}
//0:ID,1:'File-name',2:Frames,3:IntervalStored?,4:x,5:y,6:ScaleX
//Choix des TalkType = 'happy-', 'hangry-', 'confu-'
function TalkBigAvatars(WhatAvatar,TalkType,Time) {
if (WhatAvatar == 0) { //Avatar1
BigAvatar[WhatAvatar][1] = 'H1-IDLE-talking-' + TalkType;
var AH1 = setTimeout(function(){ BigAvatar[WhatAvatar][1] = 'H1-IDLE-'; }, (Time/60)*1000);
}
else if (WhatAvatar == 1) {
BigAvatar[WhatAvatar][1] = 'H2-IDLE-talking-' + TalkType;
var AH2 = setTimeout(function(){ BigAvatar[WhatAvatar][1] = 'H2-IDLE-'; }, (Time/60)*1000);
}
}
//0:ID,1:'File-name',2:Frames,3:IntervalStored?,4:x,5:y,6:ScaleX,7:LastID
BigAvatar = [
[8,'H1-IDLE-',0,0,100,650,100,0],
[9,'H2-IDLE-',0,0,220,765,100,0]
];
// BigAvatar[0] = H1, BigAvatar[1] = H2
function SetupBigAvatars(WhatToDo,WhatAvatar,Value) {
// renitialise le avatar selectionné ou le crée
if (WhatToDo == 'Reset') {
BigAvatar[WhatAvatar][0] = (WhatAvatar+8); // renitialise au id de base du jeux (AVATAR1= 8, avatar2 = 9)
BigAvatar[WhatAvatar][1] = 'H'+ (WhatAvatar+1) + '-IDLE-' ; // renitialise le file name
BigAvatar[WhatAvatar][2] = 0 ; // renitialise le frames actuel
}
else if (WhatToDo == 'ChangeID') {
BigAvatar[WhatAvatar][7] = BigAvatar[WhatAvatar][0]; // save the oldValurID
return Value;
}
else if (WhatToDo == 'SHOW') {
// initialise et affiche horsframe les avatar
$gameScreen.showPicture(BigAvatar[WhatAvatar][0], 'H'+ (WhatAvatar+1) +'-IDLE-0', 1, -250, 650, 100, 100, 255, 0);
$gameScreen.setPictureCallCommon(BigAvatar[WhatAvatar][0], 2, 1); //Call picture click
}
}
// Call pour animéles avatar en IDLE
function AnimationBigAvatars(WhatAvatar) {
// animation sur le Avatar sois 0 ou 1
if (WhatAvatar==0) { // animé le avatar 0 (AvtarH1)
BigAvatar[0][3] = setInterval(function() {
if (BigAvatar[0][2]>12) {BigAvatar[0][2]=0;} // reset si superieur au frames 12
$gameScreen.showPicture(BigAvatar[0][0], BigAvatar[0][1]+BigAvatar[0][2], 1, BigAvatar[0][4], BigAvatar[0][5], BigAvatar[0][6], 100, 255, 0);
BigAvatar[0][2]++;
}, 58);
}
else if (WhatAvatar==1) { // animé le avatar 1 (AvtarH2)
BigAvatar[1][3] = setInterval(function() {
if (BigAvatar[1][2]>12) {BigAvatar[1][2]=0;} // reset si superieur au frames 12
$gameScreen.showPicture(BigAvatar[1][0], BigAvatar[1][1]+BigAvatar[1][2], 1, BigAvatar[1][4], BigAvatar[1][5], BigAvatar[0][6], 100, 255, 0);
BigAvatar[1][2]++;
}, 58);
};
}
// Call Pour le Move des Avatars
function MoveBigAvatars(WhatAvatar,ax,ay,Time,ScalX) {
//clear animation actuel, avant de bougé
clearInterval(BigAvatar[WhatAvatar][3]);
BigAvatar[WhatAvatar][2]=12; // reset frames 0
//Check si lavatar a bougé existe, sinon faut le créer ( antibug Bougé un avatar exist pas)
//if (!($gameScreen.picture(BigAvatar[WhatAvatar][0]))) {$gameScreen.showPicture(BigAvatar[WhatAvatar][0], 'H'+ (WhatAvatar+1) +'-IDLE-talking-happy-10', 1, -250, 650, 100, 100, 255, 0)}
// affiche picture bour le move ( utilise temporairement les animation talk, on va devoir créer les animation -move-)
$gameScreen.showPicture(BigAvatar[WhatAvatar][0], 'H'+ (WhatAvatar+1) +'-IDLE-talking-happy-'+BigAvatar[WhatAvatar][2], 1, BigAvatar[WhatAvatar][4], BigAvatar[WhatAvatar][5], BigAvatar[WhatAvatar][6], 100, 255, 0);
if (BigAvatar[WhatAvatar][7]>0) { // If > 0 , veut dire que pas effacéancien image fantome.
$gameScreen.erasePicture(BigAvatar[WhatAvatar][7]); // efface image fantome
BigAvatar[WhatAvatar][7]=0;
}
//Bouge vers la bonne endroit Selement si defeni (null = pas bougé axe)
if (ax !== null) {BigAvatar[WhatAvatar][4] = ax;}
if (ay !== null) {BigAvatar[WhatAvatar][5] = ay;}
BigAvatar[WhatAvatar][6] = ScalX;
new IAVRA.ANIMATE.Tween($gameScreen.picture(BigAvatar[WhatAvatar][0]), { _x: BigAvatar[WhatAvatar][4],_y: BigAvatar[WhatAvatar][5] ,_scaleX:BigAvatar[WhatAvatar][6] }).easing(IAVRA.EASING.quart.out).duration(Time).start();
BigAvatar[WhatAvatar][3] = setTimeout(function(){ AnimationBigAvatars(WhatAvatar); }, (Time/60)*1000); //reprend animation auto apret deplacement
}
//0:ID,1:'File-name',2:Frames,3:IntervalStored?,4:x,5:y,6:ScaleX
//Choix des TalkType = 'happy-', 'hangry-', 'confu-'
function TalkBigAvatars(WhatAvatar,TalkType,Time) {
if (WhatAvatar == 0) { //Avatar1
BigAvatar[WhatAvatar][1] = 'H1-IDLE-talking-' + TalkType;
var AH1 = setTimeout(function(){ BigAvatar[WhatAvatar][1] = 'H1-IDLE-'; }, (Time/60)*1000);
}
else if (WhatAvatar == 1) {
BigAvatar[WhatAvatar][1] = 'H2-IDLE-talking-' + TalkType;
var AH2 = setTimeout(function(){ BigAvatar[WhatAvatar][1] = 'H2-IDLE-'; }, (Time/60)*1000);
}
}
i use setInterval to make $gameScreen.showPicture.
But this are not the good way for rendering animation,i read this topic.
https://www.html5rocks.com/en/tutorials/canvas/performance/
so i need a canvas render.
Tank you i lot
Bids your prices please in (CAD,USD,EUR or RU
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