Handles playing of sprite animations and loading of relevant sprite assets.
new SpriteAnimationClip(component: SpriteComponent, data: {
fps: number;
loop: boolean;
name: string;
spriteAsset: number;
}): SpriteAnimationClip
Create a new SpriteAnimationClip instance.
The sprite component managing this clip.
Data for the new animation clip.
number
Frames per second for the animation clip.
boolean
Whether to loop the animation clip.
string
The name of the new animation clip.
number
The id of the sprite asset that this clip will play.
EventHandler.constructor
get duration(): number
Gets the total duration of the animation in seconds.
number
get frame(): number
Gets the index of the frame of the Sprite currently being rendered.
number
set frame(value: number): void
Sets the index of the frame of the Sprite currently being rendered.
number
void
get isPaused(): boolean
Sets whether the animation is currently paused.
boolean
get isPlaying(): boolean
Sets whether the animation is currently playing.
boolean
get sprite(): Sprite
Gets the current sprite used to play the animation.
set sprite(value: Sprite): void
Sets the current sprite used to play the animation.
void
get spriteAsset(): number
Gets the id of the sprite asset used to play the animation.
number
set spriteAsset(value: number): void
Sets the id of the sprite asset used to play the animation.
number
void
get time(): number
Gets the current time of the animation in seconds.
number
set time(value: number): void
Sets the current time of the animation in seconds.
number
void
fire(
name: string,
arg1?: any,
arg2?: any,
arg3?: any,
arg4?: any,
arg5?: any,
arg6?: any,
arg7?: any,
arg8?: any): EventHandler
Fire an event, all additional arguments are passed on to the event listener.
string
Name of event to fire.
any
First argument that is passed to the event handler.
any
Second argument that is passed to the event handler.
any
Third argument that is passed to the event handler.
any
Fourth argument that is passed to the event handler.
any
Fifth argument that is passed to the event handler.
any
Sixth argument that is passed to the event handler.
any
Seventh argument that is passed to the event handler.
any
Eighth argument that is passed to the event handler.
Self for chaining.
obj.fire('test', 'This is the message')
hasEvent(name: string): boolean
Test if there are any handlers bound to an event name.
string
The name of the event to test.
boolean
True if the object has handlers bound to the specified event name.
obj.on('test', () => {}) // bind an event to 'test'
obj.hasEvent('test') // returns true
obj.hasEvent('hello') // returns false
off(
name?: string,
callback?: HandleEventCallback,
scope?: any): EventHandler
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
string
Name of the event to unbind.
HandleEventCallback
Function to be unbound.
any
Scope that was used as the this when the event is fired.
Self for chaining.
const handler = () => {}
obj.on('test', handler)
obj.off() // Removes all events
obj.off('test') // Removes all events called 'test'
obj.off('test', handler) // Removes all handler functions, called 'test'
obj.off('test', handler, this) // Removes all handler functions, called 'test' with scope this
on(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
obj.on('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
const evt = obj.on('test', (a, b) => {
console.log(a + b)
})
// some time later
evt.off()
once(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event. This handler will be removed after being fired once.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
obj.once('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
obj.fire('test', 1, 2) // not going to get handled
pause(): void
Pauses the animation.
void
play(): void
Plays the animation. If it's already playing then this does nothing.
void
resume(): void
Resumes the paused animation.
void
stop(): void
Stops the animation and resets the animation to the first frame.
void
static EVENT_END: string = 'end';
Fired when the clip stops playing because it reached its end.
clip.on('end', () => {
console.log('Clip ended')
})
static EVENT_LOOP: string = 'loop';
Fired when the clip reached the end of its current loop.
clip.on('loop', () => {
console.log('Clip looped')
})
static EVENT_PAUSE: string = 'pause';
Fired when the clip is paused.
clip.on('pause', () => {
console.log('Clip paused')
})
static EVENT_PLAY: string = 'play';
Fired when the clip starts playing.
clip.on('play', () => {
console.log('Clip started playing')
})
static EVENT_RESUME: string = 'resume';
Fired when the clip is resumed.
clip.on('resume', () => {
console.log('Clip resumed')
})
static EVENT_STOP: string = 'stop';
Fired when the clip is stopped.
clip.on('stop', () => {
console.log('Clip stopped')
})