Class jaws.Animation
Manages an animation with a given list of frames. "Field Summary" contains options for the Animation()-constructor.
- Defined in: animation.js
Constructor Attributes | Constructor Name and Description |
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jaws.Animation(options)
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Field Attributes | Field Name and Description |
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Rewind the animation frame by frame when end is reached
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-1 for backwards animation.
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How long should each frame be displayed
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Containing width/height, eg.
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Images/canvaselements
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Start on this frame
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Restart animation when end is reached
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When cutting out frames from a sprite sheet, start at this frame
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Function to call when animation ends.
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How to cut out frames frmo sprite sheet, possible values are "down" or "right"
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Name specific frames-intervals for easy access later, i.e.
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Method Summary
Method Attributes | Method Name and Description |
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returns true if animation is at the very first frame
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returns true if animation is at the very last frame
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returns the current frame
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next()
Moves animation forward by calling update() and then return the current frame
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slice(start, stop)
works like Array.slice but returns a new Animation-object with a subset of the frames
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subset(subset)
Return a special animationsubset created with "subset"-parameter when initializing
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toString()
Debugstring for Animation()-constructor
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update()
Propells the animation forward by counting milliseconds and changing this.index accordingly
Supports looping and bouncing animations
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Class Detail
jaws.Animation(options)
// in setup() anim = new jaws.Animation({sprite_sheet: "droid_11x15.png", frame_size: [11,15], frame_duration: 100}) player = new jaws.Sprite({y:300, anchor: "center_bottom"}) // in update() player.setImage( anim.next() ) // in draw() player.draw()
- Parameters:
- options
Field Detail
{bool}
bounce
Rewind the animation frame by frame when end is reached
{int}
frame_direction
-1 for backwards animation. 1 is default
{milliseconds}
frame_duration
How long should each frame be displayed
{array}
frame_size
Containing width/height, eg. [32, 32]
{array}
frames
Images/canvaselements
{int}
index
Start on this frame
{bool}
loop
Restart animation when end is reached
{int}
offset
When cutting out frames from a sprite sheet, start at this frame
{function}
on_end
Function to call when animation ends. triggers only on non-looping, non-bouncing animations
{string}
orientation
How to cut out frames frmo sprite sheet, possible values are "down" or "right"
{object}
subsets
Name specific frames-intervals for easy access later, i.e. {move: [2,4], fire: [4,6]}. Access with animation.subset[name]
Method Detail
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atFirstFrame()returns true if animation is at the very first frame
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atLastFrame()returns true if animation is at the very last frame
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currentFrame()returns the current frame
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next()Moves animation forward by calling update() and then return the current frame
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slice(start, stop)works like Array.slice but returns a new Animation-object with a subset of the frames
- Parameters:
- start
- stop
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subset(subset)Return a special animationsubset created with "subset"-parameter when initializing
- Parameters:
- subset
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toString()Debugstring for Animation()-constructor
var anim = new Animation(...) console.log(anim.toString())
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update()Propells the animation forward by counting milliseconds and changing this.index accordingly Supports looping and bouncing animations