Handles playing of sprite animations and loading of relevant sprite assets.

Hierarchy (View Summary)

Constructors

  • Create a new SpriteAnimationClip instance.

    Parameters

    • component: SpriteComponent

      The sprite component managing this clip.

    • data: { fps?: number; loop?: boolean; name?: string; spriteAsset?: number }

      Data for the new animation clip.

      • Optionalfps?: number

        Frames per second for the animation clip.

      • Optionalloop?: boolean

        Whether to loop the animation clip.

      • Optionalname?: string

        The name of the new animation clip.

      • OptionalspriteAsset?: number

        The id of the sprite asset that this clip will play.

    Returns SpriteAnimationClip

Accessors

Methods

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optionalarg1: any

      First argument that is passed to the event handler.

    • Optionalarg2: any

      Second argument that is passed to the event handler.

    • Optionalarg3: any

      Third argument that is passed to the event handler.

    • Optionalarg4: any

      Fourth argument that is passed to the event handler.

    • Optionalarg5: any

      Fifth argument that is passed to the event handler.

    • Optionalarg6: any

      Sixth argument that is passed to the event handler.

    • Optionalarg7: any

      Seventh argument that is passed to the event handler.

    • Optionalarg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    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.

    Parameters

    • Optionalname: string

      Name of the event to unbind.

    • Optionalcallback: HandleEventCallback

      Function to be unbound.

    • Optionalscope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    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.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    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.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.
    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

Events

EVENT_END: string = 'end'

Fired when the clip stops playing because it reached its end.

clip.on('end', () => {
console.log('Clip ended');
});
EVENT_LOOP: string = 'loop'

Fired when the clip reached the end of its current loop.

clip.on('loop', () => {
console.log('Clip looped');
});
EVENT_PAUSE: string = 'pause'

Fired when the clip is paused.

clip.on('pause', () => {
console.log('Clip paused');
});
EVENT_PLAY: string = 'play'

Fired when the clip starts playing.

clip.on('play', () => {
console.log('Clip started playing');
});
EVENT_RESUME: string = 'resume'

Fired when the clip is resumed.

clip.on('resume', () => {
console.log('Clip resumed');
});
EVENT_STOP: string = 'stop'

Fired when the clip is stopped.

clip.on('stop', () => {
console.log('Clip stopped');
});