Create a new SpriteAnimationClip instance.
The sprite component managing this clip.
Data for the new animation clip.
Optionalfps?: numberFrames per second for the animation clip.
Optionalloop?: booleanWhether to loop the animation clip.
Optionalname?: stringThe name of the new animation clip.
OptionalspriteAsset?: numberThe id of the sprite asset that this clip will play.
Gets the total duration of the animation in seconds.
Sets whether the animation is currently paused.
Sets whether the animation is currently playing.
Gets the current sprite used to play the animation.
Gets the id of the sprite asset used to play the animation.
Sets the id of the sprite asset used to play the animation.
Gets the current time of the animation in seconds.
Sets the current time of the animation in seconds.
Fire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optionalarg1: anyFirst argument that is passed to the event handler.
Optionalarg2: anySecond argument that is passed to the event handler.
Optionalarg3: anyThird argument that is passed to the event handler.
Optionalarg4: anyFourth argument that is passed to the event handler.
Optionalarg5: anyFifth argument that is passed to the event handler.
Optionalarg6: anySixth argument that is passed to the event handler.
Optionalarg7: anySeventh argument that is passed to the event handler.
Optionalarg8: anyEighth argument that is passed to the event handler.
Self for chaining.
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.
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.
Optionalname: stringName of the event to unbind.
Optionalcallback: HandleEventCallbackFunction to be unbound.
Optionalscope: anyScope 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
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.
Optionalscope: any = ...Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
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.
Optionalscope: any = ...Object to use as 'this' when the event is fired, defaults to current this.
Pauses the animation.
Plays the animation. If it's already playing then this does nothing.
Resumes the paused animation.
Stops the animation and resets the animation to the first frame.
StaticEVENT_Fired when the clip stops playing because it reached its end.
StaticEVENT_Fired when the clip reached the end of its current loop.
StaticEVENT_Fired when the clip is paused.
StaticEVENT_Fired when the clip starts playing.
StaticEVENT_Fired when the clip is resumed.
StaticEVENT_Fired when the clip is stopped.
Handles playing of sprite animations and loading of relevant sprite assets.