new Animation()
An animated picture made of multiple images. Animations are constructed for you by AnimationLoader.
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Members
frame :number
The currently displayed frame of the Animation.
Type:
- number
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(readonly) height :number
The height of the first frame of the Animation.
Type:
- number
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repeatAt :number
The frame at which to restart the Animation after the last frame plays. It defaults to 0, so animations loop. If you want to disable looping, set this to the last frame. Otherwise, you can set it to one of the middle frames to have non-repeating introductory frames, while having looping later frames.
Type:
- number
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(readonly) width :number
The width of the first frame of the Animation.
Type:
- number
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Methods
add(img, time)
Add a frame to the Animation.
Parameters:
Name | Type | Description |
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img |
external:canvas | external:image | The image to draw for the frame being added. |
time |
number | How long, in milliseconds, this frame should be displayed in the Animation. |
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copy() → {Animation}
Make a copy of this Animation.
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Returns:
- Type
- Animation
draw(context, x, y)
Draw the current frame of the Animation.
Parameters:
Name | Type | Description |
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context |
external:CanvasRenderingContext2D | The drawing context. |
x |
number | The x coordinate to draw the animation at. |
y |
number | The y coordinate to draw the animation at. |
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flipHorizontally() → {Animation}
Flip all frames in the Animation horizontally. Useful when you want to use a single set of images for left and right animations.
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Returns:
The Animation, so you can chain calls to rotate/flip methods.
- Type
- Animation
flipVertically() → {Animation}
Flip all frames in the Animation vertically. Useful when you want to use a single set of images for up and down animations.
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Returns:
The Animation, so you can chain calls to rotate/flip methods.
- Type
- Animation
move(elapsedMillis)
Advance the Animation by a number of milliseconds.
Parameters:
Name | Type | Description |
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elapsedMillis |
number | How many milliseconds to advance the animation by. |
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reset()
Reset the Animation to the first frame. This can be useful when you have one piece of code calling Animation#move each frame, but you want the animation to appear stopped.
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rotateClockwise() → {Animation}
Rotate all frames in the Animation clockwise by 90 degrees.
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Returns:
The Animation, so you can chain calls to rotate/flip methods.
- Type
- Animation
rotateCounterclockwise() → {Animation}
Rotate all frames in the Animation counter-clockwise by 90 degrees.
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Returns:
The Animation, so you can chain calls to rotate/flip methods.
- Type
- Animation
step()
Advance the Animation by a single frame.
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