Engine API Reference - v2.6.1
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    Class SpriteAnimationClip

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

    Hierarchy (View Summary)

    Index

    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', () => {}); // 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: any

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

      Returns EventHandler

      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
    • 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: any = ...

        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', (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();
    • 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: any = ...

        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', (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');
    });