Easy Interface with existing codebase - HTML5 / JavaScript
$30-250 USD
Dibayar semasa penghantaran
So I need a simple interface that can work with some pre-existing code.
Someone has already made a javascript implementation of what I want done, but the method to interact with it is not how I need it. This is where you come in.
The github code, not mine: [login to view URL]
A demonstration of it running, also not mine: [login to view URL]
From what I can tell from the code, it pulls in tile data raw from the SNES game Earthbound, which is defined in src/rom/[login to view URL], reads the tile data as well as Palette, Movement, and Effects. It then puts this tile data into a bitmap, modifies it, and puts it on a HTML5 canvas object. It does this with two different tile datas, and overlays them. There also seems to be some ability to change the frame delay.
I would like the ability to interface with this engine where I can input two indexed-color PNGs (located on the server), palette files (also located on the server in .pal format), and specify the animation for each of the two layers, and it will edit a specified canvas object of arbitrary height and width (although this will almost always be 600 px wide by 450 px tall) to output a similar effect. The engine seems to have the ability to only have one image instead of two as well: this is when the second layer is set to 0. I'd like the same kind of functionality.
Again, I need some very simple way for me to interface with this pre-existing engine that doesn't involve the SNES tile objects, so I can use this with arbitrary images. I want it to animate a canvas object as its function, like what this github codebase does.
I can provide indexed-color PNG images and palette files if you need them to help develop this interface.
I can answer any questions.
.PAL is not necessary for the palette files; .ACT is fine if it works, I can use that format as well.
The github code is not mine. It's a codebase that I would like an interface to interact with. Right now, the github code uses tile data (that is in the project) to generate the images, and then run the distortion effects on them - i would like the ability to use the distortion/overlay effects and palette changing ability on arbitrary PNG files I specify, RATHER than the tile data as it does now.
In other words, you will need to look at the github code, and develop some way I can interact with its distortion / canvas painting engine it already has that uses PNG images I specify, and allows me to specify other things it needs to run properly. These parts of the engine seem to be in /src/rom/.
If you look at the github in /src/rom/battle_background.js , there's comments describing how the tile data is inputted - to my understanding, it eventually creates a bitmap from this and then hands it to another part of the engine. this tile data has the animation data and palette info in it as well - so this is separated out at some point. src/rom/distorter.js takes a bitmap as an input, so this tile data has to be converted to a bitmap somewhere. The comments in battle_background.js explain how the tile data has part of its data as animation information and palette changing information as well. This is what I'd like to be able to input freely to build a custom animation, basically.
That is how I want to have the color-indexed PNG files go in - I don't need to interface with the files about the tile data. I want to have the distorter functionality (which is distorter.js), and palette changing functionality, on arbitrary PNG files. From what I can tell, /src/rom/palette_cycle.js is what handles changing palettes of the bitmaps. I think /src/rom/background_palette.js might have something to do with it, too. But distorter is the main thing I'm interested in interacting with. And that just takes in a bitmap. Which should be easy enough to pull in a PNG image and convert to a bitmap.
Attached to the project is a ZIP file with example indexed-color PNG files, ACT palettes, and an index.html with a blank canvas.
ID Projek: #17749983
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