Class me.AnimationSheet
Extends
me.SpriteObject.
Defined in: <build/melonJS-0.9.3.js>.
| Constructor Attributes | Constructor Name and Description |
|---|---|
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me.AnimationSheet(x, y, Image, spritewidth, spriteheight)
an object to manage animation
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| Field Attributes | Field Name and Description |
|---|---|
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animation cycling speed
default value : me.sys.fps / 10; |
- Fields borrowed from class me.SpriteObject:
- autodestroy, visible
- Fields borrowed from class me.Rect:
- bottom, height, left, pos, right, top, width
| Method Attributes | Method Name and Description |
|---|---|
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addAnimation(name, index)
add an animation
the index list must follow the logic as per the following example : |
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isCurrentAnimation(name)
return true if the specified animation is the current one.
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setAnimationFrame(index)
force the current animation frame index.
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setCurrentAnimation(name, onComplete)
set the current animation
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update()
update the animation
this is automatically called by the game manager me.game |
- Methods borrowed from class me.SpriteObject:
- draw, flicker, flipX, flipY, isFlickering, onDestroyEvent, resize, setTransparency
- Methods borrowed from class me.Rect:
- contains, containsPoint, getRect, overlaps, set, union, within
Class Detail
me.AnimationSheet(x, y, Image, spritewidth, spriteheight)
an object to manage animation
- Parameters:
- {int} x
- the x coordinates of the sprite object
- {int} y
- the y coordinates of the sprite object
- {me.loader#getImage} Image
- reference of the animation sheet
- {int} spritewidth
- width of a single sprite within the spritesheet
- {int} spriteheight Optional
- height of a single sprite within the spritesheet (value will be set to the image height if not specified)
Field Detail
{Number}
animationspeed
animation cycling speed
default value : me.sys.fps / 10;
default value : me.sys.fps / 10;
Method Detail
addAnimation(name, index)
add an animation
the index list must follow the logic as per the following example :
the index list must follow the logic as per the following example :
// walking animatin
this.addAnimation ("walk", [0,1,2,3,4,5]);
// eating animatin
this.addAnimation ("eat", [6,6]);
// rolling animatin
this.addAnimation ("roll", [7,8,9,10]);
- Parameters:
- {String} name
- animation id
- {Int[]} index
- list of sprite index defining the animaton
isCurrentAnimation(name)
return true if the specified animation is the current one.
if (!this.isCurrentAnimation("walk"))
{
// do something horny...
}
- Parameters:
- {String} name
- animation id
setAnimationFrame(index)
force the current animation frame index.
//reset the current animation to the first frame this.setAnimationFrame();
- Parameters:
- {int} index Optional, Default: 0
setCurrentAnimation(name, onComplete)
set the current animation
// set "walk" animation
this.setCurrentAnimation("walk");
// set "eat" animation, and switch to "walk" when complete
this.setCurrentAnimation("eat", "walk");
// set "die" animation, and remove the object when finished
this.setCurrentAnimation("die", function(){me.game.remove(this)});
- Parameters:
- {String} name
- animation id
- {Object} onComplete Optional
- animation id to switch to when complete, or callback
update()
update the animation
this is automatically called by the game manager me.game
this is automatically called by the game manager me.game