Create a new SpriteAnimationClip instance.
The sprite component managing this clip.
Data for the new animation clip.
Frames per second for the animation clip.
Whether to loop the animation clip.
The name of the new animation clip.
The id of the sprite asset that this clip will play.
The total duration of the animation in seconds.
The index of the frame of the Sprite currently being rendered.
Whether the animation is currently paused.
Whether the animation is currently playing.
The current sprite used to play the animation.
The id of the sprite asset used to play the animation.
The current time of the animation in seconds.
Private
_updateFire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optional
arg1: anyFirst argument that is passed to the event handler.
Optional
arg2: anySecond argument that is passed to the event handler.
Optional
arg3: anyThird argument that is passed to the event handler.
Optional
arg4: anyFourth argument that is passed to the event handler.
Optional
arg5: anyFifth argument that is passed to the event handler.
Optional
arg6: anySixth argument that is passed to the event handler.
Optional
arg7: anySeventh argument that is passed to the event handler.
Optional
arg8: anyEighth argument that is passed to the event handler.
Self for chaining.
obj.fire('test', 'This is the message');
Test if there are any handlers bound to an event name.
The name of the event to test.
True if the object has handlers bound to the specified event name.
obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false
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.
Optional
name: stringName of the event to unbind.
Optional
callback: HandleEventCallbackFunction to be unbound.
Optional
scope: objectScope that was used as the this when the event is fired.
Self for chaining.
const handler = function () {
};
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
Attach an event handler to an event.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...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', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
const evt = obj.on('test', function (a, b) {
console.log(a + b);
});
// some time later
evt.off();
Attach an event handler to an event. This handler will be removed after being fired once.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...Object to use as 'this' when the event is fired, defaults to current this.
obj.once('test', function (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
Static
EVENT_Fired when the clip stops playing because it reached its end.
clip.on('end', () => {
console.log('Clip ended');
});
Static
EVENT_Fired when the clip reached the end of its current loop.
clip.on('loop', () => {
console.log('Clip looped');
});
Static
EVENT_Fired when the clip is paused.
clip.on('pause', () => {
console.log('Clip paused');
});
Static
EVENT_Fired when the clip starts playing.
clip.on('play', () => {
console.log('Clip started playing');
});
Static
EVENT_Fired when the clip is resumed.
clip.on('resume', () => {
console.log('Clip resumed');
});
Static
EVENT_Fired when the clip is stopped.
clip.on('stop', () => {
console.log('Clip stopped');
});
Handles playing of sprite animations and loading of relevant sprite assets.